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Full text of "CU Amiga Magazine Issue 083"

Games: Chaos Engine 2 • Fighting Spirit • Gun Fury • Minskies 










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January 19 



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Render your way to 3D heaven with 
Imagine 4.0 and our brilliant tutorials! 



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• Imagine 4.0 including FPU versfdn 
The Amiga's favourite 3D system 

• 1 0OMb of lmaginMieBtP& eirtras! 

• The best of the latest sharevirire 

Plus! ^1,1 

Games, demos, WWW and mor^^^i; 



, 4 '**" - 



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1 


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» 1 S Month Warnntf. j 






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Full Send utd Recejw Fit* Software fi>r Amlgs 
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16 Mb 72 pin SIMM £89.99 

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(A500/600 RAM Expansion J 

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ASA Expcriniu I nfAilT <-; 
ADA EiptritiK. 1 HF^II 11 



Zydec Speakers 

ZyF<-2.,..£26.99 
ZyFiProu.£57.99 




Prima PSU 

2 00 watts of Power 



4x Standard PSU Pi>w«i 



£69.99J 



Blitz Basic 




BlitzBasic2,l 



Special offer 

£ 



Vista Lite-3 



Vista Pro Lite 

Requires 2Mb nf Ram 

& Hard Disk With 

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Limited Offer 




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i I A.n 

TIH ^P ^ux'v"! ih Lhi >-nit>n^i mv^din itovalafi isftwm^ dM 



NewJJ PhotjQgenies V2 CD ROM IS<>.1>9 

Hiw'hwtuvEi Animiclai'i SuppiirE, N«i, Eflw;4:i Syrtenv 

Vli^u^lmsp.. Plinjv|j^r^„„ 



Bujr Weird Science NetWDrh 2 CD & 
CD J2, Serial Netwurk Cable. 



New!! E PIC M/M EncyckipwII* f 2 5 , ?? 



Neu^.'.'CDftomWoHdAtljis U4.99 

Fulldakiur Multimedja Aclai for the Am^ 
Rlt«d Allkalutclf Superb 



New.'.' Magic Publisher 4 CD wtt J-t.97 

Inc, Wordiwcrth 4 TO, Fini] WritFP ^ SE, 
1 0.900 Fonl^ »i4 S.,OW CIHJJI and hIote. 



Wow dvor/tibif 2oom-2 £ I 8.99 

L^ni awaited Nivr version of [hil V«r|r |»p<ila 
C&.ThclatiSLfOfrDin 2 Librari«i, 



Octamed Sounds Studio CD f72.99 

TobMy iwnn^kil iwiFrrrnajnof ihii cim leahijeD. 

4fKhdn «Mle^^ n«;w jrd impiriM^d l*Uiv44. 



Ne wi^f AiniNet I S ' p«ii« Avnitibk i£l4,9f 



Scoop Purchti-fr ; Insight Dihaiaui^ 

DafdnfMHorttie CDI2JCD.TV tMiEUiableon 

any Amiga with CD. N<iw Only£4i. f 9 



tdsaiXmaiGiftH 

Guinness Dl$c of Records £ 1 7 .99 

CO Viruen of the «v«rvpafiular'b<:t fiHud booh. 



'' FREEI! Prima Shareware CD-ROM worth £ I with 
of CD-ROM software Qwer £30 



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111 J(«M|l' 



J/INUARYI 997 • CONTENTS 




Advertising, ]VlaflieiJi| Et Managemenl 

ABIrtRHSIKG MAMfiER Chiii Pwerfl 
SiFilOR WLES tXEEUinrt Mwitiui Hsslsn 
SUiS EXiC^ITIVE Geien«Qick 
AD PMBUCTIDN Tim ti)ft»i, Rfii B«n4) 
rMBUCT MAMAELR Kimh Ritchcu 
MMtKETlie EXECVnvt ClMrt MjiHlinvi 
MMiETIKG WANJICER Kti Sitmfm 
HHIUtllS MAIHEtn Rth McBciiie 
nRU^lN<> DMCTOIt Saadia mQtm 
UICUTtVE FUEUSMIHE BiMCIIlit Sinli JH«i 

CtJ Amiga Maa»iine 

PRIDRT CaUflT 

»-:iFAIIRINGDQNLlkNl 

imM ECIR 3«U 

UNrm KtNCBOH 

B171 97i tlH 

G£HERAl@EU4(MieA.Ciy.Ull 

lUSSlNOBIRIlS :I1BUU535B 

jummisiNii pROiMiciiaNi fu: 11 n zmkxm 
Contacts 




fRUI^tS' innftlMIB HCmUeitWIlHOllS: Hi surmil- ws-ncirial. 

^ HI)<iriH ^M m li»n: » II* «l'™" «*« "1"^ ■"**' '" "tl"3**l- ff 1**=^ 
flMltiii^nd IIHH riBJtIf Birl*6il6iUflt»iii ll ll" ml*! SI w^ Ifl^M i«T ai»ll 
ta UMHlt >f phw Kill un tiHM a! 61 *M*tll«t® »**«•••■»■''' * 



m MfflMtSSlWIS: M ^1 kuriiilt if nm WpiStn"! nnntrt. tul wi'if SiB li'nirT 
tirafiE II iM'K iiifln afD f*f tlilLplMifpi»iHl sw" n: » SWUISSIOIIS, 
t\t tmti lii»t!i". ■M"T Owii. M-a Fwril^** U" IJ""*" "''^ "" 



JIWnQM W MMEIUIM MHUMS II iriu <Mll II •*•*» * b- i 

' nitai wM * B^«r 1'^'^ )• tti uiu HytwiiE Hf i«iii«i>i m *ii )• 



CSWR UHineKfMS: H W IwH 1 t)i^ C«<T ilx* >^« ""i" ■"'*""" 1°'"'''^ 
UmMwm: BISWPKS, I WUM MlPl MURTOH INBUSTItl*L ?MK. 
IDIlTIN.«l-fflt.W»lHlStflUCESraiSMH« EiH itifl-TtL BHSI IWIt. 



CBHfETHIflilS. atd^ iiaiiitu llMiraiK [Wflltili"'- 1' wllf I" ^ *»• W"* 
pjl MUi um MJlUiMi inlta ikI it piStOinl jlni| mlhaEamnii »'«"> I*"* " 
rk. iipi Til !iiUi*tF iiiflHc ilhirNdd slalid ri Ihl [BflnMUMI. (WMHI Wnt In 



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f&fl. hit nl mils «5B tUMH i*ain;«( fr*i ft.H, iww ■< tmi' wwH I)i» 



tHKOUnitN BETJULS: iuhsiplims si wfaklehpi l|»lf liAlrsHr^.TfWf Bwt 
SiiHlip IVV. LidililSlieil, Maitt! lUitai^LllHiF III: 11^6 (3t3M . 
Jfliuil i^it^fliin iJt,i imi poil^E) 1! isw UWMiSI. HflHU Wll IQW 6 fUHDB: 
EflBiL mM\. EUflDR EriOF BI HfilHWMttW.iw lltePiP IfgB^I "ll^- _ 

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tHHt trHcbiiiEil. irwil ■mnrtSiKiMsmnlUipiniraO' tiBEpAlifltt d™ 
lillcE [in*fl It* [i^ijlil If Itilir nipiclirt *i|l|l«iHSJ "1 »al ^ ilt^'"<^* *'^"^'* 
m Slid in wDllul Ihaii paiMissiwUI ■mull sid pnwi Ifl tsland li bi kiitiIb *L Dh 
M* ll lliia It ^Kf- (II Am* Hl«IWi> rartpti II buBii ta kipBSI slViSai^i. ktf! W' 
tf ll M i^wtth br ^ Mftr bOil ' •t^KW) ^tl* "ll **" '^''^""'l' *'"' 
i*^ia«.iiiitil»»"™t" FMW"""ri*ctii« * thsMiPiini iPiwuiif gad 

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injittilw* f^MtMiB Hi ii ipi^B •'IfUHi ^ 'I '**''**'"' "^'i"™' '''" "^ *** 
HiaiiiincidmH. 



PMna B nit UNITtn TUNGBBII it ST irtS f ET[RlffiWlUHVfflK« 

cmat Bt» ua cb-smi DurutmBi it owhxpiiess 



Editorial 






rO^tk Moo! Well I don't know what 
T^Bn*^ noise a reindeer makes ... Are 

^B you excited? 1 am! Imagine 4,0 
^^^^ headlines this month's cover 
^^^^1 disks and if youVe got th$ CD 
edition vou'll find over lOOMb of objects and 
other Imagine data on there too This issue 
also sees part one of a guide to getting a job 
in computer graphics! Ask yourself, who else 
would do all that for you? 

Other notable festivities in this issue 
include our special Ultimate Amiga 
Trainspotter Quiz, in which yog can win a 
whole sack load of unique and obscure 



Amiga rarities. Check It out on page 87. On 
the games side, The Chaos Engine 2 finally 
arrived in for review this month, along with 
the new 96-97 update of SWOS. 

Before I go I'd like to introduce you to 
Andrew Korn [no verruca jokes please) who 
joins us this month as our new Staff Writer. 
Andrew is a bit of an alkounder and a 
dedicated Amiga fan of many years standing. 
Well I'll be off now. Time to make a start on 
that box of dates, 



-7^ 



^ 



Features 



18 Imagine 4.0 

To complement our superb 
Imagine 4.0 cover disks and CD 
we've got a unique tutorial to 
get you started and point out 
some of the key features of this 
stunning 3D ray tracer. If you've 

got the CD 
edition you'll 
find all the 
examples on 
the CD In the 
form of Stage 
files, all ready 
to be loaded, 
examined and 
rendered with 
a minimum 
of fuss. 




27 Design for 
a Living 

Backing up 
Imagine 
we've got 
the first 
part of a 
guide to 
getting a 
job in com- 
puter graphics. This month we 
deal with the world of computer 
and console game graphic 
design. What's hot? What skills 
are required? Do you need a 
degree in art and how should you 
be presenting yourself? Find out 
on page 27. 




Cover Disks 



UCJtii,liwl!N1ltB»l 




9 Imagine 4.0 „ ^ . 

Oh vas, it's true! Imagine 4.0 is Kere, fuHy fledged 
and ready to go. We've even got both the f PU and 
Integer versions of the program on the cover disks 
to give the best performamce whatever Amiga you 
have. Just look at those features: procedural 
textures, advanced animation, inverse kinematics, 
blobs, compIeK lighting effects ,,. this kind of Tender- 
ing power is unmatched by anything with a pnce 
tag under £9B9, hut we give it to vow this month for 
the price of a magazine! 

9 Underwater Capers 

Sub-aquatic silliness ahoy! Blast your way through 
a relentless onslaught of fishy foes in this salty sea 
dog interpretation of the classic scrolling shoot em 
up theine. 



■^^muta^KinBir-^^ ^.j!C^Bgvg^^^ai^■^>^)rv?-i-E?^^c^^,- 



News 



12 Hot new 'Amiga' announced 
by Phase 5 plus all the rest. 



Games 



32 Minskies Furballs 

32 Gun Fury 

^ ^3 Euro League Manager ) 

36 Chaoft Engine 2 

38 SensI World of Soccer 96-97 



^1 F ighting Spirit) 

42 Andy Braybrook Interview 

44 Snip Tips 

45 Vampyta 



Get Serious - utilities and hardware 



^O Art Effec?t> 

53 

58 



Personal Paint 7 



m 1240T/ERC> 



61 PC Keyboard Interface 



Public Domain 



62 PD Scene 

66 PD Utilities 

68 Cov er CD Instructrons 

( >2 CP-ROIVl Scene) 



Workshop 



76 
78 
84 
86 

96 

98 

100 

101 

102 

104 

105 

106 



Art Gallery 

3D Rendering: Imagine 4 

Wired World 

Net God 



Tra inspotter 

Sound Lab Special } 

QCrA Masterclass 

O&A 

Points Of View 

Frequently Asked Questions 

Backchat 

Subscriptions 

Next Month 

Back Issues 




CD-ROM 



Get your vmjk 
pubHshed! 





Dq you have 
software, artwork, 
utilities, mods, games or any other 
Amiga creations that you think are 
worthy of inclusion on a Super CD7 
if so, get them to us now and give 
your work a worldwide audience. 
The best music module each month 
even gets recorded onto the CD as 
an audio trackl 



rHow to send your vvork in 

All emriBS. inclBdina artwurk must come to us on ott ar mirt disks. Otfcefwise tlwif wn 
be iplDide^ to QUI FTP site a$ iletailed here. 

Hake sure you lahel youf disks tha^ with your lerae and aiimi. thE laiie of 
what ri>i< are senHing in a ad th« ErtEgorif it is being sest inta (like the pne appositel 

iitipodarl: lA/e cannoT accept autabDiitin! disk-based sottwate fur us« an tfce CD. We 
require iiles which ean tie used or rui Irom the CD ROM. Piease include all tie relewiiit 
details regardini STsten reqiireriertts and usage iistnctinii within an ascii tertdoHi- 
itient with yDiir submissions, 

Please coiniilete the fallowing ronn aid endose it with your disks: 



I 




Syslem retjuiremints tar the nflclpsed files: 



tty lane: „„..-. 

Mv address end pvftcode: 



Mv pbone nimben , 



1 hereby acknowledge tkat the matenal enctoseid is 
sf mf own creatlin and^ur I own the 
tgpfiighl to the material and grant CU Amiga 
Miqaiiie the ri|hts to pihlisi this Aiaieriil ein a 
hrthconing Cdver CD -RDM. 



Send funr 

contnbutians iiclmling the lona (left) tt: 

CD Contributions, CD Amiga Magaiine, 3D-32 

larringdon Lace, imim EC1H 3AU. 

ir yve. wait to send it to us via qur FrP site oi Email then this is afsp 

welcome, We vmuld sjggest that you include all ef the inlomilion oi the pistal ^irm 

leh in sa accnmpanyiig iit to nake sure your entr^ is (rocesseit prapetiy. Our email 

and HP addresses ate: 

Internet FTP; hpciJafflisaxB.ufci'nsefs/cuanigaiinEonins 

OH tMail IMIME only}: {;il-cDntrili@cu-0Dii|a.ca.uh 



I'lNh^'JoB sen J to. IS musl be ^nur umi BMlioi nr Itu HiiSt »»" Ihf mi^m ^" '*- Plefl»e "'i'^*'* 
(his irnlif (deiiiiitspHttflrtHielarra. . ■- ^ j„ i. .ji.trii.„,,Li. 

I II ikil) ie RjEBraEd ilial ailf emrv m rftteir*. in iIie Innn ws racBue it, wifl b« 1««tT ie*s.tnluiafcle 

3. TIIB ttuhhstiin? rlihits ftp Ml il-ems «nl <* di mirlisd l*r inclitsrai, whelfcer piiMic il«*1*li, sI'rB-wiie 

ar lommijitiall^i cflpfri^llted will he assBHeil asiiinei 10 liS lui IhE puiptse^ si placBultlH pn ' EU 

Ani ni HHHUmt tB-llDM Full tilte m J u,i jiual copungilH fur all ilf ms rWHiins with, lli«; crertni. 

*. U iUmi^* Ha^aume nifllei ;n« nlki <t\ pflVBent wliaKMWt hn iii*le"a1 nmiitd F<ii mclnsiun whiffl B 

pHb<i^h«4 {III a Cli Amili t1a|aiiii? CS-HOM. 

S. BatMJie *! lie iiltitipat«l vnluim; ft1 enlnts w« wiM no! be iTiIe It (eluim yBut wdlk 




CKEP!*? 



fMan 






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Pie^st pyfflTE: Sc(e«nshots sfiown are frorn vsrious formats 



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m -J t'M AB. . . Freezes Frames^ 

The Cool way to Grab Images on your Amiga 




me revoiutiorvary S VHS ProGrab^^ 24RT Plus with Tdetext is not onljf the best way to 
crisp colour video images into your Amigs. from either live broadcasts or tap«J recordr 
alio costs less than i^ny of its rivals. This re^^l time PAl/SECAM/WTSC* 24-Bit colour 
grabber/digitiser Has slashed tJie price of image grabbing on the Amiga itnd, at the 
time, has received rave reviews for its ease of use and excellent cfuality resirfts. ProGf. 
has earned honours from just about every Amiga magaiine and Video rnagaiines 
And... with ProGrata™ you neednt be m expert in Amiga Video Tethnolo^ 
simple 3 stage operation ensunes the right results ■ Real Time, after tl 

STAGE 1... 

Select any video source wiiti S-V^ or composite oui. 
--— --Tihifi I ^^^^ cojfd be your carni:cfid&; Ty/ ywtt> S0\1?T oupJi, 

CompatiD'« ^ '^—^ 



'niQfJt) Z1«riFpTl«MS ansae 



camcorder 



f 



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«r Our SatbfM CuGioMefsl 




xovei; domestic VCR/pi^|fer or -Btjidard TV sign* : 
'through yojr VCR/player . , the choice is y^ 







[1*;*! n.Lrllf-JKi iwf »JrtiK , 



Grab images wrth 
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QFj Uvf [he signal i'rorr' 
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or, GfflG rv or video 
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IrKludling S-VHS. 



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Hlim^>* r«04<ltH!(l i"<linllii9 HAWt"** lAni^a ftWtpffinrtlngl. 
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/™,5 s*( «i ™«tkw5 iwai .Biixf !■**-" f^ciA 'fl«^«= -^ '^^*'^!r'^i!^.i;i!™.^' 

fr,^ V»^ ! 4,,. pJ^J^micL MIy S.pp«ti N*,rt. «tlf, , cl.W« Im^T » M*» ^r^ <i<^*l >^ 

I Rumsc 2.*.)! ktHmmit runt inirt"*=- ■ 

. JWXKTKHIUI ItLTTBCr FjtnimeS ■ WWi «tlf«f ftrmtnal W SaMili IV Jia"**- 

. UWOE" PIlElflilf WthOfflf DMil!(cBwlulninirS*l1m« jreaiif(ii*«miPraGf«i^iHi». 

■ ProGiab- ?^BT Ptu* pigntlwr ■ Utert PhjCr* Wenion I «K S3ltw*« 

■ Mail! Power Suppfy Unit ■ Pjraitel Port Coiviecting Obie 

■ Uier Mainjaf > lrp<Jt lochelij rof Coniposit* *fi£l iVHS. 

+ A yjd» tmnH tjW* wU te "Equirt li> *™oi yow <»fl eflMPT)*! ■ '*^ ''' ''^ 



STAGE 2... 

With ProGrab^ software, select an image] 
•fM} » cafMufie using the on Kneen pn 
window and Grab (teause the hsrdw 
frarnei in real time, therei no need for «l 
(rame faoility on the source d 
Orte grablKd, simply do 
and viw Che fuli inwge ( 

^^ inclutte a r€)et«n 

and rapturing facility fiom TV or saK»BS 

STAGE 3... 

Ue inc ■greibtiKl' image with yotjr fewoo- 
pioceao^ DTI* of graphrcs package, 

PraGrab really does m.' 

j[ ttrai: stmplel 



PCMCW INTERFACE 
fof A1200 and A600 



£19 



.:.,■.:. L-:^.:i-:.^-. :.ij,1(-i ihe LaeavfrioT in*:.. 
;fEUVlC«jH35ici™i uml - coping tf^ hMnilny 
ling DiTK |L« DO FWE nnw i***?'! 

■■ iT6 (*«I Id jOU Aimg* httU *l« 

, . , .| ,^p(^ p? j<*H PUrt *l [;« «V J pinlff CI- (*w W**>^ 

. Vina ■..rMrtq *nl ™-wllOrV rSp*l«Rl imnyjilF «mna Sjm.-- 



STEREO SOUND SAMPLERS 



l-.i.. "^■: -^i- ,:. -■»■,•■ ' ^-"- -■' i' 
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I 



Disks 148 & 149 

Imagine 4.0 

tAfrite protect vqw Imagine 4.0 
caver fJi^k^ before you do anv* 
thing else. You can now set 
abaut installing Innaglne onto 
; your hard drive, A simple 
instailer bas been included 
whicb requires little more than 
a few mouse clicks- When you 
1 ^ open the disk on your 

Workbench you'll S^S two 
icons, one marked Esctract- 
Imagine^FPU and another marked 
EKtr&ct- Imagine INT. ii you have an FPU on your Amiga then 
double click the FPU icon. If not click the INT icorrt (INT is 
short for 'integer'). Next you'll be asked where you want to 
install tmagine. Use the standard file requester to select your 
destination. There's no need to create an Imagine drawer if our- 
self as that will be done for you. For example, if you wanted 
imagine installed in your main 'Work' partition then simply 
select the Work drive from the requester. Alternatively select 
further directories to install it deeper. 

This month there are no less than eight pages devoted to 
Imagine 4.0, The first of the two tutorials can be found on 
page 13. For a more in depth guide, see the second tutorial on 
page 78. ff you have the CD edition you'll find a treasure trove 
of Imagine goodies on the CD too. 



IF YOUR DISK/CD WONT LOAD 

' He ID !■ iraat Inutile tA tt\i]M Eli«l tti« W Anii|a Ma^aibi ciirtr isks ImH Wfrt H nuiiBn llni|i nmd- 

I rik HowtVH if ynu in Eiperiertce )]nU?rni IdIIdw tfris simflle pMt. 

1 1: RuHn IK mattitutrf mcifct mi rfripkcnls, sudi as. ^man aid rtilMleiilS. StllK tr«p<lHr 

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I SEA rel:'DI45l«1D7gB Eni»|-1llD7lU34#i:«ltt|liSHVe.CIHn 

I If tbcr a^^ *^ >tw iitkitftubf^, Sll n JiHIf 4teUlij in Ehe (unn imfnu. iad Stnd ttii htm, Bhif Wtd lt>i 

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tMTEi, noucEsniisiimE elai jho. til DIISI tltTtB. 

' Ih tlu ii|ii*ii«l> vin» (he (^ fir^nH ^^ii^ ■> a ImM nris d<»E)t« il shm hh^^ ■<« rttsiliai «m 

I ^ihI assinr rasfiincihililv im ii 

, NAME- , „ .-,„,-,..- — .-.. ~ -^ 

llDBIESS; „,..„ „,.,„ ....-...» - --^- - -■ 



Tfflt Of MMG4 OimiUl: 

I DESCMK EKimT TVMT mmm nMEN niU Tim to LMI the DISK: 



JISK KUMIER:. 



Cover disk 1 49 

Underwater Capers 



taiaa^^- 



Caiiers 



t'i»i*"*" 



■^^^t"'^ 



AMIGA 



The official title of this game is 
actually SeeMore Doolittle's 
Underwater Capers. It's a wartery 
shoot 'em up in which you must 
battle against the demerits to res- 
cue your friend Mgrian the 
Mernnaid. As you gun down the 
crustaceans that try to kill you 
you'll pick up estr& points and 
treasure that you can use to buy 
bigger and better weapons if% 

1^^^^ the shop. To aocess the shop at 
^^^^H any time iri the game, press 
I^^^^H the spacebar. 
^^I^H Underwater CapSrS is a full 
____^^— — -^^^^ game which has been written 
with the Reality Game Engine (press F2 during 
the game and you'll find out all about thisS and should run on all 
Amigas with 1 Mb. Getting- the game up and running couldn't be easi- 
er. You may notice that because we wanted to give you the com- 
plete package of Imagine 4, there are some Imagine 4 files on the 
game disk. Don't worry they will not affect 
starting the game up in any way. It's self 
booting so just put the disk in your 
Amiga and turn it on. You can also run 
the game from the Underwater Capers 
icon on the disk. Just double click on 
this icon from Workbench ar^d you're 
off. 'When loaded, press Fl foi- the 
giame instructions or follow the on 
screen instructions to get started. 
Good luck. 





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NEWS 




Super 'Amiga' Announced 



Qhase 5 have announced 
,a stunning new com- 
puter pletfofm called 
A\Box. A\Box will be 
able to run most Amiga software 
through emulation but the hard- 
ware design is totally different 
from anything curirently available, 
based on custom chips with light- 
ning fast data busses and inter- 
faces. Here are the specifications: 

• 12&-bit high performance UMA 
(Unified Memory Architecture) 
controller, using fast SDRAMs 
with a clock frequency of 100 
MHz and a maximum bandwidth 
of up to 1 .6 Gb per second 

• 64-bit processor bus with a max- 
imum ciock rate of 100MHz 

*Two 24-bit video DMA units with 
freely addressable access, with 
integrated 24-bit video DACs 

• Four le^bit audio outputs, 44.1 
KH2 with any number of virtual 
tracks, sample output, FM and 
AM synthesis 

•Video-in ports for 2 independent 
video inputs in Y/UV 4:2 ;2 quality 

• Audio inputs with 16-bit stereo 
CD quality sampiing 

• LCD [TFTJ display contrOllS'r 
according to the VESA standard 

• A PCI-bus interface for medium- 
perfornnance I/O applications 

• A local 16-bit DMA bus with 66.7 
MHz and a maximum bandwidth 
of 132 Mb per second for univer- 
sal iow-cost applications 

• An integrated IEEE 1394 
'firewire' controller for digital 
I/O applications and desktop 
bus interface- 
Phase 5 explained the central 
controller of the A\Bok: 

"The heart of the A\BOX is the 
system controller, Caipirinha, 




which will realise the functional 
integration on which the A\BOX 
concept is based. Caipirinha opens 
up new dimensions of power and 
technology Caipirinha will be 
implemented as a VLSI Custom 
Chip design in 0.35 um CMOS 
ASIC technology using modern, 
probably 575-pole BGA. housing," 

"With a bus width of 128 bits 
to the memorv bus, extensive 
dual-port buffers and FIFOs in the 
data lines, and clock rates of ini- 
tially 100 MHz externally and 200 
MHz internally Caipirinha can pro- 
vide an iriiense data throughput 
and powerful additional functions 
which do not rely on the proces- 
sor, such as support for 3D and 
multimedia applications." 

Compare this to current even 
high-end PCs which have a primi- 
tive 32- bit nnemory bus and sys- 
tem board clock speed nornnally 
of 33MHz, The extremely power- 
ful video and audio functions 
certainly look set to impress pro- 
fessionals and enthusiasts alike 
just as the first Amiga did. The 
'firewire' standard is a nestt 



generation standard offering a 
serial bus which operates at over 
100 megaibits per second and 
can handle up to 64 devices. 
Phase 5 elaborated: 
"Caipirinha provides two video 
DMA engines: one 220 MHz high- 
performance video output for reso- 
lutions of up to 1600 x 1280 pixels 
with 24 bits and a refresh frequerv 
cy of 75H; and a Genlock-capable 
1 35MHz video output for a second 
monitor or image output in video 
resolutions such as PAL/NTSC or 
S-VHS. The video output of the 
135 MHz output can be superim- 
posed as a window on the 220 
MH^ display while both video 
DMAs are in parallel operation." 

Video output 

This means that not only is the 
A\BOX suitable as a machine 
capable of ultra high-resolution 
24-bit images but it retains the 
Amiga's capability to produce real 
video output for multimedia and 
rendering output uses etc The 
ability to display video data of a 
different colour depth (and even 



different formats such as Y/UV 
and CMYK) inside a window 
n^akes real-time video-in-a- 
window and professional DTP 
applications a cinch. 

Phase 5 go to some length to 
document Caipirinha's internal 
DSP-RISC processing unit named 
FAME (Flexible Area Movement 
Engine). FAMiE allegedly supports 
special multimedia and 3D appli- 
cations which can make optimunn 
use of the supportive processing 
capacity available parallel to that 
of the CPU. Because it is a pro- 
grannmable DSP-RISC processing 
unit FAME is said not to be limit- 
ed to today's standards. Phase 5 
say its powerful features are also 
available for future standards 
such as new 3D or video-com- 
pression algorithms. 

Audio channels 

They go on to say that Caipirinha 
has two separate audio channels 
in T6-bit CD quality. Internally the 
number of virtual audio tracks is 
limited only by the memory space 
available and FAME is able to 




engineer real-time generation and 
mixing of various audio tracks in 
any randonn format (e.g. also 24- 
brt audio} witlioul rraking 

demands on the processor. Thev 
say it is also possible to generate 
various sound effects, a feature 
which is optimally supported by 
functions similar to DSP In gener- 
bIi, digital samples, FM-synthe- 
sized sounds and envelope-VCO 
generated tones can be generat- 
ed, modified, mixed and output 
via these freely prografrmiable 
audio-DMAs. Ptetty exciting stuff 
foraudiophiles- 

Showing no sign of getting 
tired, the specification list goes on 
to describe the operating system: 

"In general the A\Box project 
aims to imptement an Anniga OS- 
connpatible operating system of a 
state-of-the-art technical standard 
and to provide it as a basic operat- 
ing system for the A\Box, Modern 
functions such as support for 
multi-processing are to be trans- 
parently integrated- The basis for 
this development has already 
been created in the form of the 
Amiga OS 3.1 compatible operat- 
ing core which is currently being 
tested in the software labs of 
Phase 5 digital products." 

Low price 

Given ;Tie absolutely astounding 
specifications Phase 5 claim for 
the A\Box the question of price 
will be on every Amiga enthusi- 
ast's mind. Incredibly they claim 
that their unit will be on sale for 
around £1 ,300. The base specifi- 
cation of that unit will be 16Mb 
RAM, iGb hard drive and CD- 
ROM as standard. This compares 
extremely well against the specs 
of PC based machines even 
before considering the more 




efficient Amiga based operating 
system and all that new 
custom hardware 

These are eKtremely bold 
daims by Phase 5. Having spoken 
to Wolf Dietrich, the MD of the 
company, in Cologne he set me 
straight on some points. The first 
concern being about the propri- 
etry hardware of the A\Box. 
Despite the high specifications 
many people have expressed con- 
cerns over being locked into buy- 
ing a machine and subsequent 
hardware from one manufacturer. 

"The Power PC platform is little 
more than s PC vvith a PPC 
processor instead of a Pentium. It 
was apparent we needed hard- 
ware which would be as revolu- 
tionary as it was on the Amiga 
when it first arrived. We have no 
intention of keeping the hardware 
design to ourselves, we will not 
only allow licensing of the tech- 
nology to third parties but actively 
encourage it." 

Doomed Walker 

Mr Dietrich expressed regret thst 
the attempted co-operation with 
Amiga Technologies for a Power 
PC upgrade to the mythical 
'Walker' wasted so much of their 
time. He was quick to point out 
that the A\Box will attempt to find 
a niche as a high-end work station 
as well as an enthusiasts 
machine. Their plans to ensure a 
port of the Linux UNIX flavour to 
the A\Box should go a long way to 
this goal, "Imagine operiing up 
two shells. One is an AmigaDOS 
style shell and the Other is UniK. 
The two could run together on the 
AVBox and it is our plan to make 
this a reality." 

Admitting it was something of 
a gamble, Mr Dietrich hinted that 
they'd need to sell over 
25,000 units to break even 
against development 
costs. It would be easy to 
dismiss the machine as 
vapourware were it not for 
Phase 5's reputation for 
delivering and their high 
profile in the Amiga mar- 
ket. Revealing that they've 
had an OS 3,1 compatible 
operating system in test- 
ing for three months 
clearly puts Phase 5 out in 
front as our hopes for a 
clear route to the future 
from the Amiga, CU 
Amiga Magazine wishes 
them the best of luck. 

ittsn Oiemeh. MD dI 

DjijiiriiliB cDckuil 
wliicMen^! its MAttD 
the reTnlutiDnaiif tNp A 
[ht hi!«rlDlthE*'|01l. 



Caipirinha, What's It All About? 



That huge custom chip at the 
heart of Phase E's A\Bo>t certain- 
ly has an odd name, Vbu might 
be forgiven for thinking it was 
short for some long technical 
description. We asked Wolf 
Dietrich what it was all about 
and he set the record straight by 
ordering two Caipirinhas from 
Phase 5's private bar Ves, it 
turns out it's a cocktail and not 
just any cocktail. It's the national 
drink of Brazil. 

Turns out that it's a favourite 
at Phase 5 after a long day of 
developing blistering new Amiga 
accelerators, not to mention the 
AVBOX. Since you heard it here 
first, we'll fiil you in with the full 



sordid details with nothing less 
than the full and unabridged 
recipe; to make a Caipirinhas, 
halve three or four fresh limes 
and squeeze them into a tum- 
bler. Drop in the rinds, along witti 
a few cubes of ice. Fill to the 
brim with Pirassununga 51 
Cachaca jsugar cane rum, AKA 
'Pingal and finally sprinkle sugar. 
sweetening to taste. 

Note: Your Caipirinhas needs 
to be stirred before and during 
drin icing to facilitate the blending 
of the sugar. Serving in a short 
tumbler glass with a cocktail stir- 
rer is preferable. If it's good 
enough for the gurus at Phase 5. 
it's good enough for us. 



Power PC Upgrade 



AmtCA"* GOES POWER PV* 



Phase 5 also had their new Power 
PC upgrades on view at Cologne. 

The Power Up project is a dual 
hardware/software plan of Phase 
5's to provide Motorola Power PC 
based accelerators for the Amiga 
and implement a PPC Amiga com- 
patible operating system in the 
longer term. 

Pthwer Up cards are based on a 
6BOxO CPU such as a 68040 or a 
68060 in conjunction with a much 
faster Power PC chip such as a 
PPC604e clocked at 150 to 
2O0Mh2. The PPC isn't a 
co-processor, it's a parallel CPU 
which also has access to the 
shared memory. This approach 
allows for the gradual porting of 
applications to PPC including the 
operating system with no 680x0 




SkMn liCK n Fksse I's develtpmeiii sr^»iti (or Ike FnvrBr lip ptDiecl 
T1i« link iMlcr thE nii^illt ttioiilor \\ t ligic tHl|fser cainsEltd m ■ tol«' 
difl dH t>rirts I* the imikl PPCtOt midw lit Will TtvKi^ 



emulation slow-down- 
Phase 5 also released pricing 
details of the A4j00O Cyber storm 
upgrades. These are sub modules 
which plug into the 68040/68060 
socket on the Cyberstorm II card 
and which house the old CPU and 
the new PPC. Although pricing 
was not announced on A1200 
trapdoor cards, they are expected 
to be available at the same time 
to the public, The first batch of 
200 or so A4000 Power Up cards 
are destined for Amiga developer 
companies and will have been 
shipped by the time you read this. 
So begins the Amiga's move to 
Power PC at last. 

Phase 5 have less expensive 
6036 based boards for A1200s 
ready for release at the same time 
as the integrated 
A40QO Power Up card 
(a Cyberstorm II with a 
PPC socket). These 
are due to ship in the 
first quarter of 1997 
and will be based on 
64-bit rather than 32- 
bit technology to offer 
even further increases 
in performance 
over the current 
Cyberstorm upgracte 



NEWS 



Village Unveil Picasso IV 



One interesting development 
from \Ue Coiogne sliow was tlie 
re-appearance of Vfllagetronic 
onto the Amiga marj^et, They had 
two significant and related prod- 
ucts on display: The new Picasso 
IV Zorro m\ RTG graphics board 
and the Picasso 96 RTG software 
to go with it (or any other kind of 
support RTG card). Very iittie was 
heard about tlie Picasso iV before 
the show but the innpressive 
specifications were backed up 
with a live clemon St ration of a 
working production unit. 

The Picasso IV boasts a new 
64 bit Cirrus Logic graphics chip 
capable of much improved graph- 
ics performance over the earlier 
Cirrus chip found in the Picasso II. 
It also comes equipped with 4MB 
of BOns EDO (Extended Data Out) 
RAM as standard for very high 
resolution 24 bit screens, 

However, perhaps the greatest 
feature of the Picasso IV to place 
it apart from the others is provi- 
sion of a built-in flicker fixer also 
as standard. There's also feature 
connectors for the Pablo video 
encoder, a TV tuner module (also 
demonstrated in Cologne 
with video-in-a-window) and a 



forthcoming MPEG module. 
Exciting stuff, 

The projected sales price of 
the card in the UK is E299 which 
although f 50 more ejcpensive 
than the forthcoming (and still as 
yet to be seen) Phase 5 
CvberVision 3D. with 4Mb of RAM 
and a flicker fixer still offers excel- 
lent value for money. The flicker 
fixer alone can allow the use of a 
much cheaper standard PC moni- 
tor instead of a special unit capa- 
ble of iGKHz video scan rates 
such as the Microviitec 1764, 

Rather than using the older 
Picasso software, Villagetronic 
have commissioned an entirely 
new RTG software system in the 
shape of Picasso 96. This soft- 
ware amazingly offers Cyber 
Graph>< support which isn't going 
to leave anyone out in the cold as 
far as support from Amiga soft- 
ware. It does however have the 
advantage of a superior screen 
mode editor over CyberGraphX, 

Look forward to a very 
exciting head-to-head review of 
the Phase 5 CyberVision 3D and 
the Villagetronic Picasso IV com- 
ing up the next issue of CU 
Amiga Magazine, 




PPC For Towei^based A1 200 



Phase 5's Power PC upgrades 
(see page 13} even extend to 
one for the A1200. Similar to the 
Blizzard 1240 T/ERC accelerator 
reviewed on page 61, the Al 200 
card will need to be fitted to an 
A 1200 in some kind of tower 
casing. Two CPUs and the 
sizable heatsink/fan for the 
Power PC will make this essen- 
tial though the good news is 
tfiat Phase 5 plan to offer 
upgrades for owners of existing 
Blizzard accelerators. 

Phase 5 claim to be working 
in conjunction with the tower 
system manufacturer Eagle 
Computers so that bundled 
Power Up based tower systems 
can be made available for retail. 
Indeed at the Cologne show 
Haage and Partner demonstrated 
version 2,0 of their Storm C-n- 
compiler on an Eagle Tower fit- 
ted with a Power Up card from 
Phase 5, Storm C-l- + is capable 
of generating PPC code and this 
was being demonstrated with a 
Mandelbrot program compiled 
with Storm C-i- -i- and running on 
the PPC card. 

There wasn't much software 
available for the PPC but the 
author of the Reflections ray 
tracer had recently taker* delivery 



of a Power Up card and imple- 
mented some functions in PPC 
code. A function to make a poly- 
gon based object out of smooth- 
ly intersecting circles took some 
28 seconds to run on the 50Mhz 
68O60 but barely 1 second on 
the 200Mhz Power PC. It was 
enough to make most obsen/ers 
jaw drop tn amazement and 
promises much for the next year 
This move to Power PC frees 
the Amiga from the limited 'end 
of the line' 6B060 CPU as the 
fastest possible processor 
upgrade. If Power PC upgrade- 
option is taken up by enough 
Amiga users we could see a 
large number of applications re- 
compiled specifically for Power 
PC which would lead to drastic 
performance increases. Short of 
a new Amiga this is the best 
news anyone could hope for 

Phase 5 contacts iH 

Phaa« 5 digital products 
In der Au 27 

'@144CK)berurftel, Germany 
Phona : 00-49^61 7 \ - 583787 
Fa K : 00-49-6 1 7 1 -€83789 
Email : mail@phase5. da 
WWW: htt|>://wvirw,ph{i8e5,d9 



Uf. the aeti Picasin and bflgw; this \i the lien- liiyJi lustlltwi tUarkhencbi i4iiiuBg iiii ficissH 4 



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14 



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FUTURE 




Not only have we cover mountecf the latest 



version of the wonderful Ima0ine series, 
we're also doing a special feature on all the 
wonderful things that this package has to offer, 
^^appy Christmas! 



m 



I 



Omagine 4 is a very powerful 
program, with manv different 
features and facilities. To try 
and organise everything so you 
eren't oveppvhelmed by it, different fea- 
tures are separated into different Editors. 
Each Editor has its own screen, its owri 
menus and its own buttons. Thie key to 
getting to grips with Imagine is to under- 
stand when to use a particular Editor. So 
for the purpose of this article we're going 
to help you understand just fiow to do 
that, so you can spend hours of enjoy- 
ment over the holidays creating your own 
renders with this wonderful package. 
First, thmgs first. Access to the 



different Editors is through the first pull- 
down menu on the far left of the screen. 
The three most important Editors, Project, 
detail and Stage are shown below: master 
these three and you'll be able to render 
sorne impressive pictures. 

The Project Editor (1 ) will start almost 
every session of imagine. If you don't 
want to load an existing project from the 
title screen, ■/ou should select NEW and 
this will bring you to the Project Editor. It's 
here that a new project is created. 
Creating the project itself is pretty simple: 
pick a name which you will remember. 

The Detail Editor (2) is where new 
objects are created or where you can 



manipulate existing objects. It's here 
where the object's 'attributes' (textures, 
mappings and physrcal properties) can be 
defined. Objects can be constructed from 
primitive shapes or created from smooth 
outlines. Once created, they are saved to 
disk ready for use in the next Editor. 

The Stage Editor (3} is where objects 
are positioned. Vour stage is an empty 
three dimensional world, and it's where 
you load in objects and lights sources, and 
position them all. A view in the top rigiht 
lets you preview what the scene will look 
like. When you are happy, return 1o the 
Piroject Editor and render your view in full 
three dimensions. 



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Dealing with objecrts 

'imcjyintf dllows Objects 10 be manipulated 
urt many ways. In this project, we'll take a 
look at how its possible to re-position and 
re- size objects. 

Run Imagine and go to the Detail 
Editor. You can do this by selecting 'Detail 
Editor' from the first pull-down menu or 
by pressing the Right Amiga key and 2. 
Mow select the pull-down menu entitled 
'Object' and select the 'Load' option,. 
You'll see a requester like pic 1. 

Yoii will need to enter IM: into the 



Drawer field, and you'll see a list of files. 
Select the file called 'Rockef and click on 
OK. You'll see something like pie 2, 

You'll see the rocket object drawn in 
orange in the three plan views and in 
black in the 3D preview window. Press F1 
to highlight the object and it will turn pur- 
ple. Now you can start to manipulate it 

At the bottom of the screen there is a 
row of small buttons. The most important 
ones are RO (for Rotated and M^ (for 
move). With the object still highlighted, 




1 ft 




click on RO and then hold down the left 
mouse button in one of the three plan 
views and move the mouse. The object 
will rotate: you can determine which way 
by clicking on one of the ><, Y or Z but- 
tons at the bottom of the screen. 

If you want to keep to the new posi- 
tion, click on the OK button, othen^rise 
click on CAN (for cancel). The other but- 
tons will manipulate the rocket in other 
ways, SC will Scale it up and down, TW 
with Twist it, SH will Shear it - experi- 
ment to see what you can achieve 

Finally, use the 'Project' pull 
down menu and select 
QuickRender. Click on 
OK and you'll see a pre- 
view of what your rocket 
will look like. 



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Stage and Project Editor 

So far we've dealt only wiith the Detail 
Editor and used the QuickRender feature 
to see what our objects will look like. 
Now let's 6o some real rendering! 

Quit the Detail Editor and go to the 
Project Editor. Now use the Project menu 




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to open a file named 'Projects'. This loads ■ 
the Stage setting and other Project attrib- 
utes, such as the number of frames to ren- 
der You should see something like pic 1. 

Now go to the Stage Editor. This is 
where the objects which make up the 
scene are positioned. In this scene there 
are only three objects: an aeroplane, a 
light source and the camera. The camera 
is what ''sees' the objects and when you 
alter the position of the camera, you alter 
what the final render looks like. 

Your display will be slightly different, 
because by default the preview in the top 
right doesn't display the view as seen 
from the camera. To change this, go the 
Display pull-down menu, and make sure 
'Camera View' is turned or\. You might 
also want to change the setting from 

Wireframe to 

acan I inn Solid or 

Shaded in the 
same menu, 
!n the Stage 
Editor you 
can alter the 
position of 
any object in 
*G^S a similar way 
to the Detail 
Editor. You 
cannot 
however alter 
■liiiififi^iii ' the shape 




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or the 
attributes 
of the 

objects. To select 
an object, use Find 
requester. The easiest 
way to use this is to press 
Right-Amiga and F. Up pops a win- 
dow listing al! the objects in the scene. 
Select one, and then highlight it with F1 . 
Now you can move it around, rotate it or 
scale it. 

When you have finished, move to the 
Project Editor. If you have altered the 
positions of the plane, light or camera 
and want to keep these changes, you'll 
need to select the menu option 'Save 
Changes' from the Project menu first. 

Back in the Project Editor, you now 
need to define a render sub-project. 
Each project can be rendered in different 
vvays such as wireframe, scanline or full 
trace. Either Open the project named 
'Scanline', or dick on the 'New' button 
to create your own sub -project. You'll 
then need to pick a name for your sub- 
project and choose some settings, such 
as those in pic 2. 

Now you can start rendering. You'll 
need to click on the number 1 to select 
the frame to rendering, and then click on 
Generate, You're frame will now be ren- 
dered. 'When it is finished, you can view it 
by clicking on the Show button. 



19 



FEATURE 



lt¥troducing Light Sources 



How and where to place lights in an 
Imagine scene is very important. Without 
lights, nothing will be rendered and all 
you'll see is black. You can make dramatic 
changes to your scenes by placing your 
light sources in differerit locations. In the 
previous project, we used only one light 
source, but it's common to use two, three 
or even more- This project will demon- 
strate how important it is to use light 
sources careftilly. 

From the Project Editor, load the pro- 
ject file entitled Project 4a', If you go to 
the Stage Editor you'll see this consists 
of a face object, a camera and a light 
source. The light source and 
camera are right in front of 
the face, and this means light 
reaching the object casts no 
shadows. When you render 
the image, you'll see that the 
result is very flat. 

Now load Proiect4b. This 
time the light source is 



moved to one side, and so is the camera. 
The final render of the face object is full 
of depth and shade, and looks far more 
dramatic. In fact it's too dramatic for 
most situations. We need to strike a bal- 
ance between this and being too flat as 
in pic 1- 

Here is a solution, using two light 
sources instead of one. Project 3c is 



more like a standard portrait photograph, 
with two light sources; one far away pro- 
viding overall "fill in' illumination, the other 
to one si:de to provide som.e shadow and 
detail, (pic 2} 

Of course, there is no reason to stick to 
the rules' FVoiect4d moves the light 
sources to somewhere which would be 
impossible in real life, for a creepy image. 




Advanced Light Sourc^es 



Imagine can model light sources with 
varying degrees of accuracy The default 
setting is more than adequate for illumi- 
nating a simple scene but sometimes you 
need a littie more. 

Although objects illuminated by 
Imagine's light sources exhibit shading 
effects, they don't cast shadows, In a 
large number of cases this approximation 
is fine; look at the faces we rendered for 
example. However, from time to time it is 
necessary to model shadows. 

Imagine can do this by altering a char- 
acteristic of the light source. Whenever 
you create a light source in the Stage 



Editor, it's possible to alter a settmg to 
make the light create shadows. The 
reason this isn't the default is that render- 
ing shadows takes a lot longer than 
normal rendering. 

Load lip Project5 to see this in action. 
If you visit the Stage Editor you II see that 
there are four objects: a logo, a flat 
plane, a camera and the light source. This 
time the light source has its shadows 
switched on. (pic 1 ) 

Return to the Project editor to render- 
ing the image, and you'll see how it 
works. First of all, render the scene in 
Scanline mode. Although the logo is 
shaded, there are no shadows cast on 
the chequered plane, (pic 2) 

To see the shadows, we need to 



render in full ray trace mode. Create or 
open a new sub-pToject and make sure 
the Trace mode is active. Now render the 
scene again. You might want to make 
yourself a cup of coffee, as this will take 
time. If this is taking too long, or your 
Amiga runs out of memory, return to the 
stage editor and delete the Logo object. 
Load something simpler in its place, such 
as the rocket ship, (pic 3) 

Imagine has a few more tricks up its 
sleeve when it comes to light sources. 
Wot only can you alter their colour and 
adjust how shadows are made, but it's 
possible to apply textures to them as 
well. This can give the appearance of a 
light shining through blinds or coloured 
glass for example. 





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This is a scene with six main objects. 
Besides the camera and light source, 
there is a Slarship, a planet, two alien 
spaceships (one exploding) and two 
Phaser beams, You can see how all the 
objects are positioned from te Stage 
Editor display. Feel free to move 
the objects around and re-position 



them to give different views, ipb 1 ) 

Key elements of the scene are the 
planet (a simple sphere given an Agate 
textures), the phaser beams (two 
semi-transpareni cones) and the 
exploding ship. It's possible to apply 
the animation special effects to objects 
in the DetaiS Editor, as this is how the 



alien ship was made to come apart, 
{pic 2) 

The final image you see here was 
rendered in Trace mode, with a global 
"Lens Flare" applied- If you render the 
scene in Scanline mode, don't be sur- 
prised when the planet becomes a little 
less smooth. 




Here's a nice simple scene which you 
can have lots of fun with. It's an air dis- 
play, complete with jets and runway. You 
should be able to jump to the Stage 
Editor and position the places exactly 
where you want them. By adapting the 
Phaser beam from the earlier project,, you 
should be able to create realistic smoke 



trails too. There is only one plane 
object define, the others are alt 
"cloned" from it in the Stage Editor, 
This saves on memory, and rendering 
time, (pic 1) 

Each plane can be moved, scaled 
and rotated individually, If you want to 
move several at once, highlight one 



(press F1) and then hold down the shift 
key and select others. You can then 
manipulate the planes in a block, (pic 2) 
The ground is a special Imagine object 
called, surprisingly, ground. This 
object extends in all directions, 
although appears like a simple grid in 
the Stage Editor. 




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Animartion 

Not only can Imagine create beautiful 
images, but it can render animations as 
well. To Imagine, an Animation «s as easy 
to make as a still image: it's only a series 




of images played back one 

after the other, after all, To 

create an animation you cre- 
ate and edit your objects in 

tfie Detail Editor as before, 

Tlien in the Stage Editor you 

position the objects on a 

frame-by-frame basis. If you 

like, Imagine will move 

objects automatically, so you 

only need to set the start and 

end positions. 

You set the number of 

frames in the Action Editor, 

Load up Piroiecte and you'll 

see an animation project 

which has already be created. 

If you go to the Stage Editor, you'll 
now need to specify which frame you 

wisti to see: there are one hundred 

frames, so enter a number from 1 to 100, 
You can visit any other frame by pressing 
Right-Amiga C and entering the new 
number, (pic 1} 

If you would like to preview how the 
animation will appear, use the pul1-dlown 
menu on the far right of the screen 
called "Animate", and select the "Make" 
option. Imagine will create a wireframe 
preview which you can watch over and 
over using the "Play Once" and "Play 




Imagine comes witti some built-in 
special effects to make your animations 
more exciting. It won't be long before 
you'll be able to create your own version 
of StarWars ,,. 

So let's begin. The Action Editor 
hides a hos.t of special effects which can 
be applied to your objects. The effects 
act over time, so for example, it's possi- 
ble to make your rocket spin slowly from 
frames 1 to 100 of your animation. You 
add effects in the Action Editor. <pic 1| 

Load Project 7 and you'll see that the 
animation we used in Project 6 has been 
updated. Not only does the spaceship 
rotate and planet spin, but the hapless 
ship suddenly explodes too. 

To do this, effects were added to the 
Action editor; one to the planet to make 
it rotate, arid two to the spaceship: one 
to make it spin, and one to make it 
explode. A light source was also includ- 



Loop" menu options, (pic 2) 

When you are happy, you can return to 
the Project Editor. Load or create a sub- 
project and select the frames you wish 
to render. The Range button is useful 
here, as it will allow you to select a large 
number of frames quickly. If you select 
ANIM format, you can load your finished 
animation project into Deluxe Paint or 
another other graphics program for play- 
back or editing. If you are rendering a 
lengthy animation, it pays to create a 
Wireframe preview to make sure every- 
thing is in the right place, ipic 3) 



ed for a frame or two, to make a 
momentarily fliash for the explosion. 
Here are some stills from the animation: 
tpic 2) 

There are plenty of different effects 
for you to play with. As with textures, 
there are multiple settings for each one. 



so there are thousands of variations to 
experiment with so have fun and a 
happy Christmas. If you still need help 
with Imagine 4 turn to page 78 now, 
where we are kicking off our tutorial 
series on this great package, ■ 
Jofiri Kennedy 




23 



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)2 1 

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)R 



Computer Games 

Are you mad about computer 
graphics? Fancy making a career 
out of it? It's a tough job but 
somebody's got to do it ... 



Wouldn't it be great if 
instead of the normal 
nine-tO'five grind, you 
could spend all day 
designing cool 
graphics for a hot new computer 
game or rendering special effects 
and 3D animations for the 
movies? Dfeam on, you might 
think but there's a whole host of 
computer graphics industries out 
there full of people doing just 
that and if you've got the talent 
there's no reason why you 
shouldn't join them. 

Like most of the more 'inter- 
esting' career paths, computer 
graphics isn't a job that you'll be 
offered at your local high street 
recruitment agency or job centre. 
Neither is It something you're like- 
ly to be steered towards by 
_^ school and further educa- 
^^tp tion. Mo. if you want to 
j^Bb» break into this you'll have to 



use the right side of your brain as 
imuch as the ieft. The good news 
is that you've already got the 
most important tool aside from 
your own talent: your Amiga. This 




is an ideal platform from which to 
present yourself, (earn the ropes 
and move seemlessly on to a 
variety of alternative graphics 
development systems. 




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RDE( 



In the first oi a 
two-part feature we'll take a look 
at designing graphics for comput- 
er games. To get a true insider's 
perspective on the subject we 
spoke to Terry Cattrell of the 
Bitmap Brothers. The Bitmaps 
have juBt finished work on Chaos 
Engine 2 j reviewed in this issue) 
and have previously given us such 
Amiga classics as the Speedball 
and Xenon games, and are cur- 
rently riding high on the success 
of their console and PC game Z. 

CU: You're a high I v success- 
fill computer graphic artist. 
How did vou g«t into it 7 

TC: When I was about 77 1 was 
ptayifig about with my Amigs 
and DPaint, as eve/yone did. / 
wss going to art coft0ges 
but / wasn't rsaffy 
enfoying it. The girtfriend 



27 



• 



FEATURE 




A ikwtK. BiBi tl At htdcinp IkclH <!•■ Clwts dpu 2. SErdNitg hitk|rtui<s he igmullf msriF ■!■ 

Irpin ikm in tritr It S»» i1tl»dr|f ni keep At jpeei to > plirabit l^^tl. 



^^^ ivff/r sent oft a di&k with 
WKkl. artwork !'d done, and to 
Pl^ nest it was pretty poor, but 
a company called Arc 
Devefopments fFof gotten 
Worlds, ft-Type 2] took me on. 
Looking back the stuff was pret- 
ty ropey but they took me 
on from there, i was ^ ^^, 
fust going through a 
list of developers 
a/phabetfcsfly. Arc 
happened to be 
first - 1 suppose 
Bufffrog would 
have beert noxt! 



CU: Wourd that be a 
good way to br«ak 
Into it now? 



Iff you want 
to get into the 
games Industry 

you have to 
know 3D 



moment. 3D is tfie important 
thing to show that you can do. 
if you want to get into the 
games industry you have to 
know 3D. There are people i/i 
the games industry who don't 
know 3D and they're either 

being taught it or basically 
they're leaving the 
industry. If you can 
do 'io w polygon ' 3D 
work then you're in 
with a good shoitt. 



CU: 'Low poly- 
gon': c«n 
you sup la in? 



TC: Yes. It'$ the only way. 
There's agencies set up but w& 
don't use them because a} we 
have to pay them and b) 
they take a percentage of the 
person's wages. 

■ .'•■'• 
CU: What types of graphics 
skills ar« currently in demand 
from game developars? 

TC: 3D is very big at the 



TC: Say you were doing 
a character, a human, I would- 
n't want to see any more than 
250-300 polygons if it was to 
work in reattime on the hard- 
ware that's currently available. 
You couldn't use any more than 
that You want to he able to tex- 
ture map very well. That 's not 
bump mapping, that's just 
straight texture mapping. 

It's bast if you can show that 
you've got a knowledge of 
games. When I sent my disk out 
t sent map blocks, which at the 





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Pretty polygon 

'Low polygon' is a term you'll become familiar with if you gel a 
"oothold in the PC or console games business, It refers to the 
economical but creative use of polygons to create an impressive 3D 
object which is simple enough to be moved around the screen at 
sipeed in realtime. If the models are too complex, the garne will 
slow down or other sacrifices will have to be made to compensate, 
which will inevitably lead to compromises in the gameplay. 

An artist with particularly refined 'low polygon' skills would be an 
asset to any developer working on 3D games, so it's a skill well worth 
acquiring. This picture shows Mario in his new Nintendo 64 incarna- 
tion, As 3D models go. his is quite detailed, although there is a trade 
off with the absence of any texture maps. The secret is to simplify 
the object as far as possible and make every polygon count. Good 
animation cart do wonders for bringing a simple character like this tr. 
li'e. Traditional animation techniques can be transferred from 2D cell 
animation to 3D models with a bit of thought. 

This will not be a familiar practice to mamy Amiga 3D artists, as 
reel time rendering has never been nnuch of a reality. However, • 
ini^agine 4 from this issue has all you need to give it a try. Once 
you've mastered Static low polygon models you can start animating 
them. Your finished work can then be output to standard video tape 
for submission to your chosen game developers 




time were right - everything 
was bitmapped, everything was 
2D and that's what got me into 
the industry, because I had a 
fundamental knowledge of the 
way computer games worked. 

CU: How about traditional 
sprita-bas&d artists - are 
they still in demand?^ 



A Uon fnii th« Cluts Lufitt 2, Ail tint H'l « dlirKUr ipritB baik. Nilkt tntltt like Itl iiuivm hiii! 
NiEuqiirate'd iili tiii spriitt* It IttHJ lumif t» IcNcr II ^iikw hiU tin bitl<|ttUii 



TC: There's enough 
people left over 
from the JG-bit 
generation to cover 
alt that work. I 
can't see anybody 
taking anyone on 
just because they're a 
bitmap artist. There's 
not enough bitmap games 
to go round. Having said that, 
you can show that you know 
how to make something move 
reaiisticafly using 2D sprites but 
you won't mak$ a career out of 
2D anymore, not in this industry. 

CU; What about aKperience 
of s pacific software or hard- 
ware ' wll a developar 
require an artist to have used 
a particular industry stan- 
dard system? 

TC: Imagine has all the 



fundamentals like texture map- 
ping, bump mapping, sophisti- 
cated modelling tools, 
everything you need. As soon as 
you know th0 principals you can 
apply them to any tools. Games 
is a very specialist area. It's 
difficult to take on traditional 
artists, say someone who is 
used to using Photoshop 
with 24-hit colour high 
get yotlf resolution, it's 
useless to us 
because we're 
working with 25S 
colours, 320 s 200. 

CU: Are there any 
industry standard 
systems at all? 



vwoHc seen hy as 

many potential 

employers 

as possible 



TC: 3D Studio on the PC and 
Mac. It's cheap and it's got all 
the tools you need for a game. 
Alternatively LightWave on 
the Amiga. 

CU: Are thara different 
departments and specialists 
within your graphics team, 
or is everyone expected to 
be able to do a variety of 
graphics jobs? 

TC: We're fairly compartmen- 
talised here. We have Colin 




FEATURE 




A Lcenjinical bul irtittit tEIttM nupN^S s*ill* *'« r«|i«i™i Iw Rtlltr •( lilt«lf'! JB J»"«s- tuniBiniiig ifiii 
tMilHi piylrgiii-lastd tbjtPb witit cleMsHf il«ti|Ki Ih1ii« rrups. altDwt Inr leil. jtm' linliiii 3D iunn. 



who's a realiy good animator, 
Doug who's gooti with modefs 
and textures and I kind of bridge 
the gap hetween them. 

CU: What about qualific/A- 
tions - 19 a string of A levels 
and degrees going te lielp? 



as possible. Don't expect mnany 
responses, especially if you're 
sending out graphics on s-pec You 
might get lucky with your first 
efforts but it's litely vou'll need to 
keep submittiing new examples to 
all your favourite developers over a 
period of time before something 



7^-n:.=i^i=ti 



QualHiicartiorkS 

really don't 

exist for the 

connputer games 

indusbY 



TC: Quantitations 
realiy don't exist for 
the compiftei^:'^!.-, ^ 
gsmes industty. f 
don't know an a/f ^ 
teacher that i-^" ' 
wouid be abfe to 
teach you how to 
design a sprite, t 
certainty don't know 
one th9t wouid itnow 
anything about polygons. When 
I'm tooking at stuff, it's the pic- 
tures / see - / certainiy haven't 
got a quaiification. The images 
are a/t important. You can isam 
so much more actuaify doing 
what you're supposed to be 
doing. You're in at the deep end, 

CU: Onc9 you've got some 

enamples of your work 
prepared, what's the best 
way to present them to a 
pat«ntial emplovar? . : 

TC: We much prefer to get a 
video tape^ ft shows they've got 
access to the equipinent to do 
that /find of thing, it also shows 
tftey know what they're talking 
about We fust put an ad out V 
recently and when we came trt 
there was a pile of appficstiofts. 
The videos came first, th^ disks 
had to wait until I'd had my 
lunch and a cup of coffee f Make 
it as easy to see your staff 
as possible. 

So, there you have it, The main 
thirtg to do is get your work seen 
by as many potential employers 



comes up. If yov'w known 
as "that guy who sends 
us graphics ever^f fort- 
night", when a vacan- 
cy does arise you'll 
be one of the first 
they'll contact, so 
long as your graphics 
are good enough of 
course. Remember to 
keep your presentations 
neat and to the point. Make 
evefything as easy to view as 
possible - that means no obscure 
picture formats or archives. 

Remember the people you are 
applying to will generalliy be very 
busy just doing their jobr so don't 
give them excuses to throw your 
work straight out of the envelope 
and into the bin! 

The Bitmap Brothers are cur- 
rently fully staffed up and are not 
looking for any new artists, so 
please don't bombard them with 
job appiicationsl 

If you've got the talent com- 
bined with the determination to 
get into the industry, persistence 
will eventually pay dividends.. Let 
us know when you hit the 
big time! ■ 
Tony Horgan 



« 



Coming soon 

Tune in next month for part 
two, in which we'll be 
looking at how budding 3D 
animators can get into the 
advertising, TV and movie 
game, exploring and expos- 
ing the WD Things of these 
fascinating industries. 



NEW 1.1 








written by Andy & Graham [>ean 

O Illustration 
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41 



- "'"-^"^ 




Vm delighted to see 
1 996 out with some 
fine game reviews. 
Chaos Engine 2, for one, was well 
worth the wait. And Andy Braybrook 
drops in as well. It's all too muchi 



Interview 



43 Andy Braybrook speaks 



Previews 



32 Minskies Furballs 

32 Gun Fury 

33 Euro League Manager 



Reviews 



36 Chaos Engine 2 

38 Sens! World of Scxxrer 96-97 

41 Fighting Spirit 

Tips fr Guides 



44 Snip Tips 

45 Vampyra 





H 


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Minskies. 
Furballs ^' 

■ DFR: December ■ Publisher: Gitildhalt Leisure 
(& 01302 890 000 



O 



know that it's good 
form to reserve 
printing any final 
„^^^ judgement on a 
game until it is fully finished but 
we c^n't help it. This game is 
brilliant, Lisa is obsessed by it, 
she's been spending hours in 
front of her screen desperately 
trying to get all the little 
coloured cats linked up in 



blocks of four or more, Think of 
Tetris, think of Kirby's Avalanche 
on the SNES and you've got 
Minskies Furballs. 

The aim of the game is simple, 
you've got to line up four or more 
cats of the same colour and they 
will e3<plode, The more you get to 
link up and explode tl^e more 
objects your opponent is sent to 
destroy. It's fat» and we can't wait 



to get the full version into the 
nffice. Binary Emotions, the 
behind the game, brought 
peris Legacy earlier this 
r so CU Amiga Magazine 
5 keen to find out n^ore 
about this latest venture. 
We caught up with Ian Jolly, 
Binary's Project Design Co- 
ordinator to find out more. 

CU: Hovw did you come up with 
the title, Minskies Furballs? 

Ian Jolly: "Originally it all began 
when we put together comic 
style, pocket books which fea- 
tured all the cartoony characters 
from both Speris and Minskies, 

CU; Why did you choose a game 
like Tetris to emulate? 

laiT Jolly: "We always wanted to 
do some of the most classic 
games of all time particularly^ 
because we think the Amiga is 




best suited for this. That's wtiy 

we did Speris, because of Zetd* 
naturally With Minskies the 
whole game revolves around " 
original Tetris of course, but 
we're happy that it already has 
very good ptayabilty and that c 
version is very unusual (which 
a good thing in these days). It -- 
more of a hybrid of a great age- 
ing classic. This time,, rather t^-- 
bricks, the cats provide the ke. 
to multiple connections." 

CU: What should we expect to 
see in the finished version? 

Ian Jolly: "In the full version, 
we will have approximately 1 1 
levels, 1 1 characters, a two- 
player option, a range of assort- 
ed weapons, a fruit machine, 
championship modes, a ray- 
traced intro, end sequence, 
six stereo soundtracks ranging 
from ambient to techno and lots 
of crazy sampled speech for 
each character", 

CU: Didn't you hint at the possi- 
bility of a multiplayer four player 
link up? 

Ian Jolly: "Yeah, if isn't already 
included on the game's release, 
then we'll offer it as a free patch 
to registered owners." 

Minskies Furballs should be 
available for both AG A and ECS 
machines. Watch out for the 
review next month. ■ 
Mark Forbes 



Gun Fury 

DFR: December ■ Publisher: Guildhall Leisure 



(D 01302 890 OOQ 

Oemember Vision 
Software from New 
Zealand? They did 
the marvellous over- 
head chopper shoot 'em up Seek 
and Destroy and a great PD 
version of Defender. They also 
did quite an unusual shareware 
game called Microbes. Binary 
Emotions have borrowed a bit 
from this latter game and have 
■come up with Gun Fury the 
'thinking man's shoot 'em up'. 
Gun FuTy is set to be more 
than just a puzzle game but a 
progressive shoot 'em up that 
just gets faster and faster as you 
go on. In Gun FuP|f the action 



begins with the player controlling 

a tank in an area in the centre of 
the screen. This tank must pro- 
tect itself from an onconning 
onslaught of marauding aliens. 
It's not all just about shooting 
things though, because each of 
the aliens are coloured green, 
red, purple, yellow or blue as all 
have their own colour and when 
you shoot either one of them 
your tank becomes the colour of 
the last one, enabling you to 
shoot it and so on. i know it 
sounds confusing but believe me 
when you play it for the first time 
it's so easy to get into. 

In the playable demo there 




was only 

several small levels to 
play, but the full ver- 
sion promises 30 at least. There 
are weapons for both the tank 
and the aliens, in fact the full 
game will allovtf the enemies to 
hold special guns which Binary 
Emotions say will perform a mul- 
titude of crazy things. 

Gun Fury looks great at this 
stage. The player's tank is fully 
rendered, including the enemies 
which behave in realistic 3D 
with nice music and some neat 
speech effecift. It has beenin 



development for well over a year 
and a half and when finished 
should work on all Amigas with 
1Mb. There is also a possibility 
of a CD version. 

Even more interesting is 
that Binary Emotions is con- 
vinced that Gun Fury is so good 
that they are workimg on a 
sequel already! We'll have to 
wait and see what it's like in 
action next month. ■ 
Mark Fort>0$ 



PREVIEWS 



Euro 




Manager 

■ DFR: December ■ Publisher: Manyk 
^ai 8 1142 2687 



Ore Manyk treading on 
dangerou3,g round or 
making a shrewd 
business mov/e? With 
Champ Manager 2 "almost upon 
us" (we've been hearing that onie 
for 9 few months now!) is it wise 
for a company who brought us 
the Doom done Fears to be vetv 
tyring into football management 
simulations? I think it iS. 

Firstly, I'm beginning to doubt 
if we're ever going to see Champ 
Ma Imager 2. I mean, iust how 
long does it take to put a game 
together? Maybe we'll never see 
Manyk 's Euro League Manager 
either but it's more likely to 
appear than CM2 as the copy we 
received was almost finished. 

Also, historically, you can't go 
wrong with a football manage- 
ment game if youVe a software 
company. Or so it seems. Even 
the less polished ones sell 
extremely well and hang around 
the charts much longer than 
other more deserving [in my 
opinion) titles. Perhaps this is 
why Manyk have decided to 
diversify and produce a footy 
management game. Either way, 
without delving into the psycho- 
logicali reasoning behind it, 
they're sure to do well with a 




footy management game. And as 
il's due out just before Christmas 
Champ Manager 2 fans might 
get fed up waiting for CM2 and 
opt for this game instead. 

Euro League is carved out of 
the standard football manage- 
ment game tree. AK the familiar 
options are there such as team 
selection, player statistics, 
ground enhancement facilities as 
well as your friendly banker, 
coach and scout And If you 
don't want to go the whole hog 
there's a part exchange option 
where you can buy/sell a new 
player as well as a cash deal. 

The choice of leagues will 
include an English, Italian, French 
and a 'special' Euro fantasy 
league. The version we saw was 
easy to get around and 1 appreci- 
ated the option to speed up the 
matches. We should have a 
review next month (I doubt I can 
say the same for CM 2}. .■ 
Lisa Collins 





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CAME REVIEW 



The 





ine 




Price: £24.99 ■ Publisher: Warner Interactive €) 0171 391 4300 




We waited ... then we waited some 
nnore ... and then, as if by magic, 
the game appeared. Yes, it's true — 
The Bitmiap Brothers have finally 
returned. And howl 



Oh, The Chaos Engine. 
Decidedly one of 
tlie iiagsliip tities from 
the Amiga's iiaydays. 
And, I feel, one that was left 
with a very "To Be Continued ,," 
feel to it, Yes, after all this 
time, after all the changes to 
the Arriga's ownership and 
market the sequel is finally upon 
us - authored by no less than 
the legendary coders. The 
Bitmap Brothers. 

So what of The Chaos Engine? 
Well simple really. As the twisted 
remains of the heart of the Engine 
exploded, the face of evil Baron 
Fortesque {boo hiss) appeared, 
spoke and faded. The scientist 
Steps forward and, after exami^n- 
ing the wreckage, concludes that 



TT 



whole 
new wortd! 

There are a varietY of levels and 
worlds to play through m Chaos 2, 
«Bch with the-jr own unique 
graphical look and feel, and rele- 
vant baddies and objects. Though 
the idea mi CDntent remain the 
same no matter Mhat the level, 
thfl levels do pley very differently 
dimply dtte to tbs changing 
attribiutes of the enemtes, the 
designs of the later levels and the 
larger number of objectives for 
each location. 

Vou might initially think rt's all 
a bit tuo straightforward and lin- 
ear, but believe me, a nee you get 
through the first few levels you'll 
have much more to worry 
abdut than simply shooting your 
opponent and getting through the 
iuDf first! 



the baron has escaped 
and the only way to 
catch him now is to 
yse the remnants 
of the machine to 
follow him ; back 
through time,., 

Ctficey! 

Indeed, And so it is 
that the Gentleman, 
Brigand, Wawieand Mercenary 
find themselves trapped within 
the Chaos Engine, with escape 
only possible by helping the 
BarOn rebuild the engine. 
However, the Baron will only 
reward the character that helps 
him the mOst with their freedom, 
SO it's a competitive game, pitting 
character against chafacter as 




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Future World: The starting 
world acts as almost a traintng wor^d 
jalthough trainin-g should never get so 
tough so fast! I and is particularly nice 
to start on as the layout tends to be 
very clear and obvious. As with all tiie 
worlds there are tans of pressure pads 
to trigger, doors to open, rooms to 
eKplare, switches to, er .., switch, and 
baddies such as rnbots, mad scientists 
and MORE robots to figjtt. The main 
objects to be cellectied on this woriij 
are circuit hoards. 



they attempt to accomplish 
the tasks set by the Baron. 
Whoever has the most points 
when the fat lady sings gets out. 
And for the others.. . DEATH! 
Good Stuff, eh? 

On paper the idea behind the 
gameplay is a simple one. Each 
of the twisted engine-built 
worlds has a number of levels to 
work through. On each of these 



Mediaeval World: Here ki the 
Mediaeval World the main collectible 
objects change from circuit board's to 
pQftions. hut the theory behind it (Qiaes 
tftflory, perhaps?) remains the same, Tfte 
puzzles, however, start to come mitD 
their own att this world, with much 
more jumping between levels, and good 
use of pewer-up icons becoming neces- 
sary to mess up your oppOEieitt's 
progress, Youvs also got a large number 
of knights and serfs to compete wtth 
here, Grr, let me at 'ent. 



levels you have to collect a 

set number of special items to 
earn a key to the exit. Along the 
way you'll be solving puiiies, 
killing various monsters and 
collecting lesser items for points 
and, once through the door, have 
all of the above added to your 
overall score. Ah, but then 
there's the OTHER player to 
worry about! 



li 



i-d- 



Aztec World: As you'd expect 
from a world filled with secret temples 
and religious icons, the Aitec scenar- 
ios are heavily trapped and chock-full 
of puzzles. Hie main objects you're 
looking for here are large crystal 
gems, but you're not the only one on 
the jewel hunt as large jaguars attempt 
to creep off witli the goods while yeu 
and your Dppunent bicker over power- 
ups and health! Watch out for bats hid* 
ing in the wais and various Qhaos 
creatures roaming the tight corridors. 



36 




A. ni'ri ^i s4«e tiktlf -liicUiH gcMCi; ken. 

Two csan play 

!cs, it's spiji-screen shenanigans 
ahoy, 95 you compete against 
either a second humafi player or a 
nioody intelligent]) CPU-con- 
■ 'Oiled opponent. And what fun! 
Just wheni you think you've col- 
lected the necessary objects, 
=long comes Johnny Amiga, who 
shoots you in the back and nicks 
3\\ your itenns! Of course you can 
Jo the same back, or - if you're 
■eoling particularly clever - make 
jse of the various power-up icons 
That appear around the level. Trap 
doors (anyone remember Spy vs 
Spy?) turn invisible, teleport the 
annoying sod all over the shop, 
and even freeze him to the spot 
while you kick him in! 

Looking at the screen shots 
you might be ten^pted to think 
that beJng able to see your oppo- 
nent would spoil the surprises in 
store, but the reality is that you're 




CKaofii WD«id: TIib warped 
Chaos EnQHiB spews out its final sce- 
wirio, induding tons of daniFt-CDnlus- 
mq teleportatian, and weird organic 
croons that must be u&sd to travd 
from Dm srea to the next, ft all gets a 
bit like the Tocfino-Adanis Family at 
points, with huge iutemeted robot 
Itandf' chasing van aronnd, along with 
one-eyed, er... lizard-things f The much 
tought after items here are batteries. 
And then there's^ the and section to got 
tfnugh . ., tMit that woutd be telling! 



generaiiy too busy to watch what 
they're up to, and because the 
ieve! decor is consistent, even if 
you do take a peek, you're not 

a! ways sure exactly whefe they 
are anyway. 

GcKid show 

Probably one of the most com- 
mendable things about Chaos 2 is 
the fact that, though it works at 
its best asac racking two-player 
garrve, the single-player game is 
just as absorbing and thrilling, Of 
course, you'll never enjoy trap- 
ping, tricking and cheating a CPU- 
controlled character as much as a 
mate, but believe nrte, you'll shout 
and swear with just as much fury 
when the CPU does you up ]ike 
a kipper! 

So there we are, after all this 
time; Chaos Engine 2: — an excel- 
lent game that proves the Amiga 
is still capable of producing prod- 
ucts the 'wonder-consoles' and 
PC snobs will only ever be able to 
dream of. Coo), 

Instruction 

Before each level the Baron's 
face appears to tell you about 
the task that lie ahead for the 
coming match. There wii! usually 
be a number of different sections 
to work through in order, with the 
completion of one opening the 
door to the next. 

And remember; it's not just 
about who gets out first, but who 
has the most points, so don't 
think you can let your opponent 



Toys 'r' us! 

Compsrisons with ag»d classic. Spy vt Spy. are only fuTth«r 
reinforced with tha inclusion of spheral icons that equip ths 
player vvith various traps and special abilities. Thare are 
tnitiallv only a fsw of these to play with, built as the levels 
progress and increase in sIes and complexity, each icon 
found becomes that much more precious. What say we go 
have a little look'See at but a few of the toys on offer? 



r 



PE - 






'W^ 


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Telepot-t: Ihe little phone offers 
notice oppormnity to call friends and 
fentily at cheap rate, but in fact tele- 
ports your eppenent to that location a 
second or io after being dropped. 
Tt)B& ii superb fitn if you're racing to 
the exil, as you can drop it on-raute 
and cackle in a decneiited fashion as 
your nemesjs gets transported back 
round the cornier just as he thought 
was. about te get through that att> 
important final door. Great. 



:^i An OKCollent 
'coiif use-your-eneinv' toy that creates 
a clone of yourEolf that acts and 
thinks for itself. This is best if 
being chased (ie if you've got all the 
objects or a kevi' ^idl you come to a 
spirt in the rdute. Drop a clone sni 
watch as your opponent chases the 
empty-handed diipe around the level! 
Best against humart opponents (who 
you can then laugh at when tiie 
copy dissolves). 




i: Tliis is ver^ good for tak- 
ing control in a raom fiill of cf eatures 
or for stealir c| keys wNtiout IliB risk of 
injury. Let tfiJs little icy-pop off and 
everything on the screen gat& frozen 
solid for a few precious seconds. 
Particularly excellent for thwarting 
annnying little gh:s wtw like td 
wait for you to pop open the final 
door, then shoot you in ifie back and 
Tvm through first. "Eat my Hiotpocnt, 
pants^aoaf 

do all the work and then simply 
nick the key at the end — you're 
gonna' have to get your hands 
dirty too! ■ 
Matt Broughton 



Trap: Ptobabty the most 'Spy ^ 
Spy' item iit the game. Once activat' 
ed, this icon traps' all obiects on that 
screen 4ie switches, doors, ohjeicts, 
etc.) This is a good f« last ditch 
attacks if your opponent has all the 
iterms and keys^ as you can rig the 
final door hide around a corner (or 
fairn invisible if fou have anoltier of 
the iQf>iis\ and then run out a take the 
lot when he tries to unbch the exit (in 
a pulf of smoke, I might add!| 



i 



THE CHAOS ENGINE 2 



I HiiUeiich venjoe ,A.l 

I lumber ef disks 3 

I RAM ,. ..„. \m 

I baid liih iisull)W« j*a 




»L An^ tbe nl^iiigii for Esdif h . 



Mitt 

graphics 

ii2M sound.. 

lastRbillty ..< 

Ai^>D pfayahility ........ 

*aW OlfERfltL 

TotaHy brilliant 
""«' single or multi- 
!^m plover game. 



90% 

88% 

81% 



Sensible World 
of Soccer '96/'97 

■ Price: £24.99 (£9.99 upifrades) ■ Publisher: Warner Interactive ^ 0171 391 4300 

Egadsl Another SWOS update, you say? Well 
flatnbe my hobnobs if these don't come along 
mora often than the 38 bus to Good Time City. 



AMIGA 



SUPERSTAR 



Oh, but this feeSs good! 
It's been too long 
since I wandered up to 
miy Amiga' room like 
some sad-but-happy old bloke 
trundling down to his allotnnent 
shed. 11 really is the only way to 
be; lock away the harsh realities 




of telephone bills and responsibili- 
ties, load up ye good oide SWOS, 
and get into some seriously week- 
wasting career. Yes, we're here 
again irn familiar territory my old 
chumiS, with that reassuring ache 
in the wrist {and you can keep 
your dirty comments to your- 
selves, thank youi) and the knowl- 
edge that the nno merit you lose 
concentration you'll be relegated 
from rnanaging the mighty Arse' 
to cleaning the urinals with a 
toothbrush for Southend United. 
But that is the good thing about 
SWOS and indeed the legacy of 
Sensible Soccer as a whole; you 
can leave it alone for a year, but 
the moment that menu tune plays 
out, a surge of nostalgia-fuelled 



adrenalin floods 
through, the body ar^d 
the detail of every little 
cheap shot and set 
play comes as natural- 
ly as it ever did. 
So why exactly are we 
here again? Simple — 
it's time once again to 
update the teams. If 
you're already an 
owner of SWOS then you can 
simply pick up the upgrade for a 
tenner, of should you be a Sensi 
virgin then now's the chance to 
open your mind ... 

There's only one 

To be honest there's really no 
point in going over ground that, to 




A Seiii: Ike Iditg of ftdbjil ^atnti an Ihe Anigj. itt jnf I Ein'l keil 



be frank, we've already kissed 
quite enough times already thank 
you. Many pretenders have tried 
to draw us in in the past but 
there'll only ever be one true footy 
game as far as most of us are 
concerned and that's Sensi, 
Having evolved from the simple- 
but-intricate kicka bout that 



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HtkHt 

f thank 

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je footy 

are 

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mple- 



-nsible Soccer was to the 

:-eeplv invoiving strategy/arcade/ 
:■ -nutation of Sensible World of 
Sxcer, we now find ourselves 
'i-ed with the near- perfect formu- 

r that needs no improvement, 
- Tiply an occasional update to 
: .jid falling behind (and let's be 

jnest, it was getting hard to take 
Manchester United seriously with 
Cole up front!) 

Kick cyff 

Ttme for a new cafser methinks. 
Ard look; Arsenal are as up to 
date as any Gunners fan could 
want. Harts on and Heider wait 
patiently on the bench hoping 
that scmneone better gets injured, 
while new-ish right-winger, Vieirar 
snuggles in 3m.ongst some of 



I 




the Premiership's most matured 
players - a'll fronted by the S-tun- 
ning-this-season Ian Wright. 
Okay, let's get going ... but wait! 
What's this? Surely not a new 
option in SWOS? But it is - in the 
guise of a training facility. 
However, unlike many nnanage- 
ment games, this isn't to improve 
your players' stats, but instead a 
chance to play against the sub- 
filled Arsenal 6 Team, making 
changes to both sides as you go. 
and checking out possible A 
Team inclusions. <0h yeah - it's 
also pretty handy for wvarnning up 
if. like me, you haven't played for 
a few nnonthslj 

And we're off - albeit after a 
quite training match to soften up 
those knuckle joints - straight 

back into the familiar 

embrace of hour 
after hour of crowd- 





accompanied footy 
joy. It's all as it 
was when we first 
discovered SWOS, 
with bending passes 
being used to lead players for- 
ward, new-improved goalies, and 
the welcome addition of heading 
CPU teams. If you want to get 
REALLY anal, you can still 
get up your own tactics and for- 
mations, but as is always the 
cSiSe, the best fun's to be had 
with a gang of mates and a good 
old fashioned knock- 
out league. 

And there you liave it. 
Still the best football 
game ever, Still worth 
playing never mind the 
rendered and motion- 
captured pap the 
'wonder consoles' are 
putting Out- And STILL 
as captivating and 
addictive as it ever 



A Anfirie Idi in »fiwi^'^ Biii| ckt*f iLjllt E1-Q hr 

SHDS mmtri. 

was. Did you expect anything 
less? I didn't think so ..-■ 
Matt Broughton 



SWOS 96/87 



I mrtlRicli u«rii4i 1.3 

I ninker oi liikt .-2 

IPM,-., 1Mb 

|liriiskifltUiM«ble.- ..!li» 



graphics 

A12IM sDiind 

lastahHrty...,.,. 
*«iii playaiiility...... 

I'll'"' OViHflLt 

Slid ihe best 
^^* iQottiall game 
,,,„„ lorlhe Amiga. 



VULCAN SOFTWARE LIMITED IS PROUD TO PRESENT 



Awa 



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Fighting 
Spirit 

■ Price: 79.90DM (£36 approx) ■ Publisher: NEO (see box out) 

The best attempt at a Street Fighter clone on the 
Amiga is here. So, choose your weapons now. 



H here 

Currently, F(fl.h1ing Spirit 
is only avHil*«l»lo- from: 
Meo Stiftwaro Productlori» 
Qmbh, SuainevB, Park 
Vienna - BautBil D1 
Wiiineri>0rg9tr. 7-7. OG 
A-HIOO Wivn. Austria. 
Tal: + 43 1 eO 7*0 BO 
Fax: + 43 1 &0 "J40 80 6 
Emali: nooc^info-co.uk 
VWWVIf: lnt|»://wwiiJW- 
inf O-CD- Bt/riAO 




Ohere have been a lew 
unsuccessful attempts 
B\ reproducing a Street 
Fighter clone for the 
Amiga. US GoW's version failed 
dismally in the graphics and speed 
department while Gametek's Paws 
of Fury was too limited (in move- 
rrent and in choice oi characters}. 
1 mean, can you really take a cute 
burinv rabbit dressed up in a paja- 
ma suit seriously? However, I'm 
glad to say that Italian progranv 
mers, Light Shock's Fighting Spirit 
is not bad in the graphics depart- 
ment and the characters are tough 
enough to be believable. 

Teannwork 

So good, so far but is it anywhere 
near Street Fighter in the playability 
stakes? I think Fighting Spirit is the 
closest we've gotten to Street 
Rghter on the Anniga in a long 
lime. All the essential elements are 
there, You've got ten fighters to 
pick from, each with their own bar- 
rage of special moves. Vou cari 
play against the compuiter in story 
mode, a friend or friends in battle 





. Fijllilini Spirit is the eJsBesi wt'tt coraE w Strsel 

end tournament mode, And the 
team match option is a bit special 
as you get the chance to put 
together your own crew and pit 
thenn against the computer or a 
friend's team. You can also choose 
to have up to three times the nun> 
ber of team members as your 
opponent which is handy. 

Sounds great so far. However, 
one of the problems 1 found with 
Fighting Spirit is that it is possible 
to get through the game using the 
same character's special 



Fighlrr llllth« Amiga 

move. For example, i found one 
character's special move floored 
and drained any opponent within 
seconds. It is tempting to do this 
to get through and might stop 
you mastering some of the other 
players special moves. This tech- 
nique also worked on the harder 
modes and different speed set- 
tings. Another problem is that 
Sonne the characters are a little 
bit jerky and the Intro music is a 
bit too chirpy and boppy for a 
fighting game and doesn't do 



IVIOV6 It 

M««t tho gang cos the boys (plus one sirl) are a» here. Yes, thBv'rv 
here to entsrtain v<»u w«th their special moves. Pull up a chair. 




A lleiu kills Ithhi JipH 
mmi b ml ver-sed b ftriti- 
EbI Fibtil) technkiiffS 
indudin; thi£ fitrf aim hire. 
M4]it t sctrctitr' 



A Eiic'i wmMOtt it n 

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M iMiniii'. Itmm ifei- His 
movts iiTclidfB ibitfinWI 
firt-tilte me. 



iv&B \i one enl 
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an (iDt shtwn kere}. 



I nearly raanjgti tu )it 
ikrouf h, Hit whalt fime 
■sing »n« g< fIh,aii4iB'i 9,;e- 
ciil «t*«M: Iki Wklriil 
iHidi iknn aim. 



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W1 Mftiaitf. Hi! ulwii' f H- 
HilirlY II uiv OSCtl ID Id 
klm iramiBrt ll Ike jmi. 




illicit, Slwili Lidii iKitsii- 

ii\tf W»S KhU''S iilRCH) 

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itlKt mil is ili« mtkl. 



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ofl cDlAur in hii i^uiil 

Bnid Tiii' mndv. Bit it 
ins Itit trith mfnst. 
JbgfwiC IrifiR} l£ni|llt? 



Tlli« (iiiHjr r«ftil», YbIhd, 
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His Cf «E AanB ij.en«iigkla 
nncr sn^t^. P<H ^* IrBth 



A •Hi' 1^^» "•*«'*■- 
lira dia ^f R]^l>9 ""I kis 
tiDi imiieifiirtelY spitrini 
liis Dpreittit, foot DJi 
Rliaiani f Ht h hen. 



much to psyche you up for battle. 

There are some great touches 
in FS though. Apart from being the 
best-looking SF done, it's probably 
the fastest. It belts along even at 
normal speed. The blood option is 
OK though it won't satisfy the 
more bloodthirsty amongst you. 
There are bonus matches thrown 
in and some interesting 'special' 
players crop up every now and 
then. 'Vou can access these and 
the big end. boss. Jenshi, using a 
special cheat but I'rin not telling 
you that here. 

So close 

Overall. Fighting Spirit is a decent 
fighting game and is the best SF 
clone I've seen on the Amiga. 
Charactef control iis good and the 
special moves are easy enough to 
master I had some problems with 
the game crashing but the pro- 
grammer assured me that this was 
due to my disk being faulty I 
would have given it a higher mark 
if the price was a bit more in line 
with standard Amiga games. 
Those looking for a Street Fighter 
clone on their Amiga should look 
here first. ■ 
Lisa Collins 




RVIEW 



Reach for the 



Andy Braybrook, 
famed for classics 
such as Rainbow 
Islands, Paradroid 90, 
Fire and lce« Uridium 
2 and Virocop, talks 
to CU Amiga. 

Narn«i: Atidnw 
Edward Braybrook. 
Age: 27 (yeah right*) ■ 
Born: Svnny 
Cheimsford, Essex. 
Occupation: 
Deveiopmsnt Manager 
of Qraftgofd. 
Biggest Success: 
RBinbow Islands 
Amiga convmrsion. 

CU: What W0S your first involvement 
in the c&mputer industry f 

AB: "My first jiob in the computer industry 
was as a COBOL programmer, in 1979, 
after I left school, My first game was writ- 
ten in my spare time on the mainframe in, 
COBOL, It wa^ called Space Chase. We 
used to plav a Star Trek game on the sys- 
tenn and once we could beat that every 
time we n&eded a new challenge, so I 
wrote my own. 

CU: When was your finest hwr at 
Graftgotd and why? 

AB: "1989 was an important year for me 
at Graftgold. I finally moved onto 16-bit 
machines from the C64 and my first 

"Games of the 80s were 
much more playable than 
their counterparts now! 




A. Gaittet 
gin Andy 

ih« mm 

iiSpAnsihlt f«i 

siirM nA tlie 



MT 



project was to convert 'Rainbow Islands' 
from the arcade rtiacfiine. I had waited for 
a long time to get to grips with 6SO0O pro- 
grarnrning, as all our publishers thought 
the Amiga and Atari ST were fust passing 
fads and: Commodore 64s would be 
afound forever. We tried to tell them I" 

CU: What are your favourite Amiga 
g&mas? And if you hed to be aione 
on a desert island, what woutd he 
the one and onty game you'd take? 

AB: "My top Amiga titles, in no order are: 




Turrican 2, Datastormi and Xenon 2. As for 
being stuck on a desert island, that's a 
tricky one to answer, 1 think that I'd get fed 
up with any game if it were the only one i 
had. Variety is very important. Maybe I'd 
take Rainbow Islands, at least i can get all 
the way through it!" 

CU: What do you thinlf of the stan- 
dard of today's games? 

AB: "Games of the SOs were much more 
playable than their counterparts now! We 
had to work hard on the gameplay 
because the graphical capabilities of the 
machines then were so limited, Also, 
most of the games were two dimension- 
al, displayed on a two dimensional screen 
(which they still are today!) and played 
with a two-dimensional controller, the 
good old joystick. This meant that the 
player was in total accurate controL 
Nowadays games are 30, but still 
displayed on a 2D screen and controlled 
with a sadly inadequate 2D ioystiek 
controller. At least there are more 
buttons though. 

The trouble with games today is that 
they're getting too realistic, and realism 
isn't always interesting. It's less immedi- 
ate. Now instead of just running over an 
image of more ammo and you're away, 
you have to position yourself in exactly 
the right place so as to bend down to 
pick it up. 

"Reality is what we want to escape 
from when we play games. We want to 
do things that we wouldn't otherwise he 
able to do, without consequence, m a 
game, and it should be fun. 

"Somewhere on the quest for the 
greatest graphics ever, we got lost on the 
way One of the reasons for this is that 
games design is no longer driven on by 
the independent programmers who used 
to just get publishers to release their lat- 
est creations. Now the publishers dictate 
what will be written so games are 
■■designed' by marketing people's idea of 
what the public want". 




CU: Where do you think the future of 
computer gaming is going? 

AB: "Computer gaming is getting very 
complex these days. Programs take longer 
and longer to write because they're getting 
more and more complex. Somewhere 
down the line I think we'll have a more 
direct connection between player and com- 
puter, it'll be probably be something like 
Red Dwarf's 'Better Than Life'." 

CU: How affectively has the Amiga 
contributed to Graftgotd? 

AB: "The Amiga, was such a major part of 
Graftgold from about 1991 to 1995 as it 
was our lead machine on a number of prod- 
ucts. I don't want to overplay its role 
because obviously if it had not existed then; 
we'd have worked on other rriachines 
instead but it was a machine that I had got- 
ten to know well over the years and it was 
sad to see it go before its time. It has cer- 
tainly been a giant leap backwards for us, 
'technology-wise' moving over to the PC 

"The Amiga had a lot of unique features 
that were fun to play with. Just [tfce the S-bit 
days there was a competitive spirit to see 
who could get the most colours on screen 
at once, for example tike the copper effects 
from the original Uridium. It was a fine 
machine to write the sort of games on 
that I wanted to create and 6B000 
Assembler is the right tool for the job,"B 
Mark Forbe» 



future of 

I v^erv 
ke longer 
're getting 
'here 
more 
■ and com- 
ing like 



a Amiga 

3r part of 
J5 as it 

jer of pTOd- 
rote 

<isted then 
lines 

1 1 had got- 
3nd it was j 
t has cer- 
ds for us. 
: the PC- 
je features 
ike the B-tut 
lirit to see 
orr screen 
>per effects 
; a fine 
mes on 
TO 
:he job,"B 




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T^Snip Tips 



If Matt Broughton, Games CansulUit 




Another issue, another 
attempt to bribe you into 
sending in cheats for a free 
Hit Squad gande. 



DESERT STRIKE 

EA 

Malcolm Campbell of Tyne and 
Wear has a h&ndy tip for any 
would-be Strikers who constantly 
find themselves runmng low on 
fuel, Simply pause the game (by 
pressiing FIO) and then unpause 
it arid move. A second or so later 
pause it again, then unpause and 
move. If you keep repealing 
these steps the machine will 
never get as far as to take the 
next unil; of fuel aiway (although 
020 Annigas might 'cos of their 
faster speed). It miglit not sound 
like a very brilliant tip but when 
you're down to your la&t life and 
about to die sinnply because you 
haven't left enough fuel to get to 
the next supply, it's a life-saver! 



SLAMTILT 
PINBALL 

ZlAt Centurv 

Ta to Andrew Bolt of Lancashire 
for a handy five-ball cheat mode 
and some hidden message codes 
Fiv«-ball -Type 'LONGPLAV 
on any table at the start vvhile it's 
scrolling, A message will confirm 
that the cheat's on. 
For messages - Type the fol- 
lowing: BARRY, CHEAT, COW, 
DANIEL, IAIN, KLAUS. KOT- 
TIN, STEWART, WHIPLASH. 



PUSHOVER 

Ocean 

Mark Wood from Bamsley (who, 
I might add, is a very cheeky 
little fella') has sent in some 
extra codes for this brain-melting 
puzzler of olde. 

Also check out the 'SCREENS' 



drawer on the second disk for 
loads of othef level codes: 
LEVEL 90: 2867 1 
LEVEL 91: 2e2&9 
LEVEL 92: 26111 
LEVEL d3: 26623 
LEVEL 94: 25599 
LEVEL 95: 250&7 
LEVEL 96: 0S7D3 

If you want to know where you 
can find packets of Quavers (and 
no, I don't mean REAL ones, Tm 
talking about the ones in the 
game, stupid!) look carefully at 
the following levels : 
LEVEL 11: 07168 
LEVEL 20: 15362 
LEVEL 30: 08716 
LEVEL 44: 29726 
LEVEL 62: 16538 
LEVEL 88^ 26879 



WORLD OF 




S«nsibl« Software 

A very large thank you {THANK 
Y0U1) goes out Mr S Haining of 
H.artlepool for a collection of 
high-quality cheats this month. 
First up is good old SWOS, and 
for the record, Mr S used Azap 
for the following procedure ... 

OK, first of all pick your team 
and play one match. Now check 
how much money you have and 
make a note of the full amount 
and then save your career, Next 
up you should quit the game and 
load up your saved game into a 
hex editor. Go to the menu, click 
on Convert, type in the amount 
of money you have in your saved 
game where it says decimal, 
then press enter You should now 
get a hexadecimal reading which 
you'll need to make a note of. 



. hi, m kilt sint l*p ^ujlrlT cfctsts 1*' = taf qJtlJIV i'mt ihit IMilli. Smsi fiRS rf in hr i (nil. 



Now go back to the menu and 
select Search. Type in 'Ox' fol- 
lowed by the hexadecimal read- 
ing you've just taken down and 
press return. It should now find 
the section of code that repre- 
sents your money. 

Click with your mouse pointer 
vvhere the cursor has stopped 
and type 777eFFFF over the let- 
ters or numbers but ONLY over 
the hex numbers you noted 
down earlier. 

Mow just save this altered file 
back onto the disk and, hey 
nonny nonny, when you load this 
file back into the game you'll 
have mucho dosho! 

This procedure also works for 
UFO and some other games, so 
Mr S advises you all get yourself 
a hex editor pretty soon! And 
there's more ... 



XTREME 
RACING 

Cuildhall Leisure 

Mr S also has some Workbench 
shenanigans to shuffle the tracks 



around in this speed extravaganza 
(or somethings. Anyway, load up 
Workbench and put one of the 
track disks into OFO. 

Make a back-up copy of the 
trackdisk and end up with the 
back-up in OFO, Open the root 
directory and show all files, then 
open the directory called TRACKS. 
Now change the names of the 
race tracks so that, instead of 
reading: e.g. 

toftd_ciTCuit_IB.trk, it reads 
road~circiiit_D.trk. You'll now 
be able to use which ever track 
you renamed as a Death Match 
Track, Cool. ■ 



And ... relax. 

OtJRn your Gyes, and breath 
normallv- Well done. Thanh* 
ta all those who've written 
in and don't forget that any 
other readers thinking of 
sending tips in should let ma 
know what machine you've 
got and what game you'd 
like (in an ideal world) so we 
can sort you out should you 
got your tip printed. 



d 




I'm back with 
some more 
saucv talk. 

Watch out, my 
bite is worse 

than mv bark. 



Eye of the 
Beholder II 

Alter blowing the four hoftis 
against the wall, I have beaten the 
green mantis and the bees but I 
<\\\ can't destroy the main iilve. 
^e found a room that says: 'three 
-ones together, they are the key', 
.Vhatdoes this mean and where 
:an I find llie three bones? 

A. lUluir Staffordshire. 

Look darling there's nothing clever 
here, it's aU perfectly simple. You 
limply have ta collect any three old 
bone.1, (there are lots of femurs and 
tkults lying around in the lower lev- 
ehi and place them in the magic 
mouth OH the wall. Ho this and you'll 
be re^'arded tvith a hone key. 

Police Quest 3 - 
The Kindred 

^i^ase help me? Tve been stuck in 
ims game for about a year now 
and don't know anyone who has 
't- I'm stuck on day five, t juSt 
can't do a thing on day five. Can 
I you tell me what to do? 

Daniel Simons, South Shields, 

Go Iff the Homicide Office and read 
Ae memo on the notice board con- 
cerning women's trainings Switch on 
the computer and go to file 199 i45 
ofhere you 'tlfind out that A 1976 
Sedan car is assoCktied with the 
killings. i\'ov life the tootslcity map 
ffogfitm ro plot lincx between the 
tcenes of the mnrderi. The points 

1~ ve; JflflW F&lm, ,WH Roue, SHOE 
Sose andSOOS Sixth. Connect ^e 
points like this: lOOVf Palm to 300S 
Sixth, 300W R&se to 3nOE Ro%e, 
1 






20&W palm to 300E Rose, tinally, 
connect 3(10S Rose to an imaginary 
point on Palm between Eighth and 
mnth street md connect iOQW Rose 
to a point on Palm between Eighth 
and Ninth. Get this right and you'll 
receive a message saying that you 
have found the pattern. 

Bard's Tale 11 - 
The Destiny 
Knight 

I know that this is an old game 
but I have just stumbled on it. 
Now, I am hopelessly stuck. Can 
you tell me what the 'Three words 
in sequence' are which I need to 
gain access to the fourth level of 
Da rgoth' slower, 

Dave Simons, South Shields. 

The answer conies from three poems 
which you must have encountered In 
the tower. The three words are: 
Earth, Compassed and Fountain. 



Leisure 
Larry 

Fawn has dumped me (Boo!) and 
left me with only SIO and a knife, I 
managed to cut my self free and I 
went to the Casino and won about 
$400 on the blackjack machine. 
But what do I do now? How do 1 
get Faith? How do I get the dark- 
ened room's object? Please lielp 
as I've been stuck since June. 

Ow«n MarieV' Sittingbourne. 

Wellf much as I think that a sexist tit- 
tle weasel tike yourself sbottld be left 
to stev in your own Juice, I'll help 
you out. You will get nowhere with 
Faith until you obtain enough pills to 
blow her mind. So it is those pHls that 
you must find first. Once you iiave 
made enough money at blackjack to 
pay for two taxi fares, travel to 
Lefty';: Bar. Knock on the door to the 
storage room and give the password 
(Ken sent me). Go straight upstairs 
and find the prostitute in bed. When 
she invites you in, take off your 
clothes and put on the exotic item 



that you bought in the Drugstore. 
After the dirty deed you can climb 
out the windo^\ Walk to the right of 
the fire escape and you'll see the 
pills you are seeking behind a win- 
dow. At this point you're going to 
need a rope and a hammer to get 
what you need. I'll leave you to 
work out that bit. 

Kings Quest V 

I ann stuck on the mountain path 
which is blocked by a frozen 
waterfall. I have tried to iasso an 
overhanging branch but when I 
begin to climb the fope I die, C-an 
you help, I hav/e been struggling 
for three months now? 

Phil Hop wood, Torpoint. 

/ hope you're wearing your cloak 
became it gels damn cold out in the 
mountains. I think that you are try- 
ing to las,w the wrong point and 
that's what's causing your probiem. 
YoH should use the rope on the rock 
overhang. Then climb that until you 
reach a ledge. Now use the hand 
icon, i'ou will come to a mtissive gap 
and the only way to get across is by 
jumping from stone to stone. 
However, only jump on the rocks at 
the top of the scrten as the rest are 
not very stable. 



Simon the 



I know that I need the wood- 
worm to break through the floor- 
boards in the tower but I don't 
know how to get them. I have 
tried everything I can think of on 
the tree stump in the forest and 
now I'm out of ideas. Also, how 
do I get a melon? 

Jon Reeve„ Great Yeldhsm. 

The woodworm will only help you if 
you first give (hem something tasty to 
cat- namely their favourite wood. 
You can get this wood from the secret 
store that the woodcutter has hidden 
behind, and below, the fireplace in 
his cottage. However^ t suspect 



you're not realty ready for thai bit 
yet. To get a melon you must first get 
a bucket oj water from the well at the 
witch's cottage. Find the o^^fin Oie 
forest and pour the water on kis 
beans. You'll now find you can reach 
into the puddle of water and pick up 
the beans. Take the beans to the com- 
pout heap behind the wizard's house 
and plant them. Yes, I know that 
watermelons don't grow from beans, 
but don t blame me. I'm only helping 
out here until I can get a proper job.' 

Lure of The 
Temptress 

After going into the caves I pulled 
the skulls to open the door, "This 
worked in the first room but it 
doesn't work in the second room. 
Can you tell me what to do 
because I've been stuck in her© 
for ages? 

C. S. Camell, Cunnock. 

Correct me if Pm wrong but you 
aren't on your own In these caves 
are you? There is a healthy intelli- 
gent female with you.' The trick is 
.iimply to get her to help you with 
the puszle. In each cave you simply 
pull or push the skulls to open the 
door. However when you are in the 
green or blue cave tell Go into go 
into the cave and push and pull all 
the skulls four times. She isn't there 
simply to think about her fingernails 
and tell you how wonderful you are 
you know. ■ 



If you've gol ji liitie problem 

*ith your favourite RPG or 

adventure and would Hkc Vamp to 

help you out. drop a lirte to; 

Vampyrfl, CU Amiga Magazine, 

Priory Court, 30-32 Famngdon 

Lane, London BC1R3AU- 



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I think this festive 
thing has gone too far 
this time ... anyway iooic at these 
lovely reviews we've got for you 
this month <ho, and indeed, ho). 

50 Art Effect 

In the mould of the Mac's Adobe Photoshop, Art Effect offers 
previously unavailable powers to the 24- bit Amiga artist, 

53 Personal Paint 7 

Yet another update of tKis iong-stancfing register-based paint 
program turns up in contrast to the current trend for 24 bit work, 

58 Executive 

While the Amiga's multitasking is one the cornerstone's of its 
excetlent operating system. Executive can drastically improve it! 



ei 1 240 T/ERC 



Could this be the most appealing A 1200 6S040 card ever? The only 
snag is, you' I) need a tower A 1200 to use it! 

61 PC Keyboard interface 

What happens when you need a new keyboard for your Amiga? 
At^o come to the rescue with the PC keybojird interface 

62 PD Scene 

Demos, games and various oddities from the worKlerful world of PD 
and shareware entertainment. 

66 PD Utilities 

It's amazing what you can find in the reatms of serious sharew«r» 
and PD. This month's round-up throws up another choice selection. 



CO 68 CD Instructions 



Find out all about this month's super CD-ROM with a guide to what is in each 
section. We've got a corker lined up for you yet again, 

72 CD-ROM Scene 



A quartet of new CDROM releases come under the spotlight, including a top 
educational disc, a cool new Internet CD and yet another Imagine object collection 





Alt Effect 

■ Price; £79.95 ■ Developer: Haage and Partner 

■ Supplier: Blittersoft € 01908 261466 



It's not every day a new 
graphics program appears 
for the Amiga, especially 
one as impressive as this. 




AMIGA 



SUPERSTAR 



Ohings were pretty quiet 
on the Amiga graphics 
front, until Photogenics 
came along, At last, a 
program which pulled the Amiga 
away from the Deluxe and 
Personal Paints of this world, and 
gave us tools which compared 
very favourably to those on the 
Mac and PC, Photogenics 
acknowledged that many users 
had more than 2fv1b of memory 
and wanted more than IFF anima- 
tion features. Being able to play 
with individual pixels was not as 



important as high quality filters 
amd support for 24 bit graphics 
and graphics cards, 

Art Effect is a refinement of 
that concept, brought to us by 
those industrious Germans 
responsible for Storm C. 
Compared to Photogenics, Art 
Effect looks rather Simple and fea- 
tureless but that does nothing 
more than demonstrate that a 
well-designed user interface is 
worth a dozen metre-high 
scrolling windowS- 

If you notice some comparisons 




jk The lilura imt (irulJCll ft! weII is ariiitic BWit isw tiM SluipH itli ji is«< in krinl tut detail m a 
)llil1l|r«ph il Ikl Mttl. 



Magic Wand 

perhaps Art Effs(;t's 
^ingte most useful tool is 
the Magii:: Wand. Amiga 
programs have bean 
ci'V'nfl' out for this feature 
since tti« first version of 
Deluxe Paint. H«r«'s a 
taster of wiiat you can do 
with it. Take it away boys. 



;^gEk 




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^^^^^^^^W V 



Drop Shadows 



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being made between Art Effect 
and Adobe Photoshop, there's a 
VBP/ Sinn pie reason. Art Effect is 
practically a direct copy - to all 
intents and purposes, it's an 
Amiga version of one of the best 
graphics packages ever written. 
To deny that the programs are 
similar is to overlook its main fea- 
tures, the layout of the tools and 
menus, the floating tool palettes 
and a dozen other touches which 
have been lifted directly. Is this a 
bad thing? Absolutely not. 
Photoshop didn't become the 
most sought-after graphics pro- 
gram in the world because it was 
badly desig:ned and featureless. 



So what makes Photoshop, sorry, 
I mean Art Effect so special? it's 
no secret - simply a combination 
of ease of use and some very 
powerful features. The key is the 
flexible masking and stencil 
options. Other packages can 
make it needlessly difficult to 
select specific areas of a picture. 
For example, let's say you have a 
scanned picture of a person 
standing in front of a wall, and 
you want to remove or fe-paint 
the wall behind them. With other 
programs this can mean a 
pain-staking hour or two spent in 



magnification mode, drawing ar 
outline around the person. Oni-. 
then can you isolate the back- 
ground, but you still can't eas ■. 
deaf with the entire backgrourv 
as one complete selection. 

Kinda magic ... 

With Art Effect, you can use t' 
lyiiagic Wand feature to highli(j 
areas of similaf colour. This 
means you can select the ent 
background with one or two 
clicks. You can then process or 
paint over only the selected 
regions, leaving the person 
entirely untouched. This is 
the kind of feature which the 
Amiga paint programs have 
historically lacked. 

Other ideas have been 
borrowed as well: feattiering 
allows a region to be selected 
not with a finite border but wil 
graduated edge. Brushes cani 
defined in terms of shape and , 
opacity. There are different su 
faces to draw on, giving unlqi 
textures to your brushstrokes 

Pluglns allow other utilities 
and features to be integrated i 
the program through an easy I 
use User Interface. All these i 
included alongside support fc 
plenty of graphics formats. 
Cybergraphics cards, Oatatyf 



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foar'v* i»-< , I u II 



PRODUCT TEST 



and the usual clean and efficient 
Amiga user interface we all l(now 
ind love. 

Art Effect is the kind of 
program you can load up and use 
jCither for fun or for creating pro- 
fessional quality images. It's 
ideal for dealing with 24-bit pic- 
tures, whether scans, digitised 
images or 3D renderings. It's a 
superb manipulator of images 
but it's also perfect for creatiing 
lop-quality images from scratch. 
There are a few snags; I'd have 
ike to have seen ARexx support 
and on-line help and the Cut 
and Paste routines are more 
ihan confusing. 

Yes, high end graphics like this 
'equires the hardware to back it 
J p. The more memory you have 
The better, and if you don't have 
an Amiga with a graphics card, 
this is a good enough reason to 
buy one. Arl Effect will allow you 
to paint with 24-bit graphics on 
screen: that's more than 16 mil- 
lion colours on-screen at once, At 
the other end of the scale, you 
can use Art Effect in 256 colours 
or less on an A12O0 and it's still a 
great program. 

Conclusion 

!l's taken a long time, but there's 
clearly still hope for the Amiga 
with software of this calibre 
appearing. Art Effect is Still not 
quite state-of-the-art: it's very 
similar to Photoshop version 2, 
while version 4 has only just 
been released. As a result, some 
useful features such as Layers 
are missing - but then again 
Macs and PCs used for graphics 
work are rarely seen without 16 
or 32Mb of memory, hugely 
expensive processors and an OS 
which includes virtual memory as 
standard. For Art Effect to run on 
an A1200 is quite a feat. 

If some Amiga-specific 
features such as ARexx could be 
included (perfect for batch 
processing: only Photoshop 4 has 
this} then Art Effect could 
leapfrog the opposition to help 
the Amiga regain it's graphics 
crown. One thing is for certain: 



A filter is a very special 
effect which you can cpply 
to tlie entirs image or a 
cliosen paitt. 

Filters can vary from 
simple blurs to quite 
involved matfiematicai 
algorithms: but you don't 
have to worry about all 
that because you get to 
see them all beforehand in 
a little preview window. 
Here are some of my very 
favourite filters at work 
for ycu to enjoy. 




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AEi|( filitr HilltS ■ Ctilir ir graficil* Dudiit, mRtliel W'^ ' ""^ ErnbdSSCil cBect, 







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you no longer need to spend 
thousands of pounds to get 
Photoshop results, 

So, should you buy Ant Effect? 
Answer these simple questions. 
Do you use your Amiga for 



graphics? Buy Art Effect, Do you 
have an Amiga with a graphics 
card? Buy Art Effect. Are you alive? 
Buy Art Effect, Are you starting to 
see the pattern emerging? ■ 
John Kennedy 




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PRODUCT TEST 



Personal Paint 7.0 

■ Price: £39.95 ■ Developer Cloanto ■ Supplier Weird Science (D 0116 234 0682 



Painting, animation and image 
processing all rolled into one. 
And ail for just £39.95. It's 
too good to be true. 



rfiT'T ' — "^ 






);:'i<r*i*Kf^ 



©banto, the Italian 
Amiga-only software 
house, has 3 long 
history of updating 
Personal Paint. Versiion 7,0 is the 
latest installment and is distrib- 
uted on a din kv 8cm mini-CD witfi 
electronic AmigaGuidle documen- 
tation, example anims, pictuj'es 
and fonts filling the ren-iainder of 
the 60Mb CD. 

I've long been a fan of Personal 
Paint since it seems ideally 
geared to the sort of operations I 
perform day to day. It's also well 
behaved on my CyberGraphX 
based system where other paint 
packages would fall over dead at 
the first hurdle. Personal Paint is 
no Deluxe Paint though. It works 
strictly with indexed S-bit images 
up to 256 colours. There's no 
HAM8 or Other truecolour type disr 
piay and fancy real worldesque 
painting tools as you'd expect to 
find in something like Photogenics. 

Plain face 

Personal Paint has a simple 
uncluttered interface with custom 
but thafikfuliy highly competent 
pop-up GUIs for the various 



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functions including 
loading files and' 
selecting display 
modes. The simplicity 
of the interface is 
deceptive as there's a 
great deal on offer 
behind the plain face 
What you see up front 
is exactly what you'd 
expect, plenty of 
extremely D Paint-like 
draw mode tools 
(except on the left of 
the screen). 

Each ol the icons 
on the toot bar have 
various settings which 
are accessed with a right mouse 
button click upon them. All the 
usual items are here such as 
fill types, gradients, patterns, 
shape and adjustment of the air- 
brush, type and style of fonts 
and new for 7,0, selecting of an 
AReKX Macro. 

The latter has moved onto the 
tool bar in an icon the shape of 
the ARexx crown logo. The ARexx 
interface to PPiaint itself has had a 
major revamp since 6-X and now 
has ARes^x commands. Obviously 
this is only of use to 
an ARex)^ head but 
given some of the 
superb ARexj< exam- 
ples provided it goes 
10 show what can be 
accomplished by pro- 
gramming PPaint 
direct- Given the func- 
tions PPaint possesses 
it would be possible to 
perform complex 
batch processing oper- 
ations akin to what 
would normally be 
done in an expensive 
image processing 
package such as 
Image FX. For 
instance, there's a 
great 'Catalog' script 



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prQ\yided that generates images 
full of thumbnails of pictures in a 
directory This is a great feature 
and there's nothing to stop you 
from adding more or at least mod- 
ifying existing scripts, 

JPEG internally 

Version 7.0' s retains the I/O 
modules, allowing other image for- 
mats to be added later, but it now 
incorporates JPEG internally rather 
than using a Datatype, It's a very 
fast loader and, as usual, PPaint 
converts the 24-bit images down 
to a colour map extremely well, 
PhotoCD support is now also int& 
grated and is superb. It has the 
facility to load the PhotoCD 
overview files for the ttiumbnail 
screens and the PCD images in all 
of their resolutions. One niggle I 
have with it though is that the res- 
olutions are tagged as 'types'. I'd 
rather see the resolution displayed 
as you change mode. In one step 
it's possible to load a PhotoCD, 
convert it to 256 colours and scale 
it to fit a screen mode. This is 
damn handy and a very real alter- 
native to professional scanning. 

The loader also has support for 
the third-party shareware 
'Superview' system which has a 



library of loaders for various pic- 
ture formats. In this way it's pos- 
sible to import, virtually every 
image format going around. 
Colour conversions and image 
processing on whole images Of 
brushes can take a very long time 
though. Cloanto told us this was a 
side effect of working with 
indexed colour images and not 
tfie 24-bit originals. 

A subject that's dear to my 
heart, Internet Web Sites, has 
much more specific support since 
7.0, This may have been due to 
previous versions already being a 
close to ideal tool for this kind of 
work. One seriously neat function 
is the ability to handy AnimGIFs. 
PPaint's animation features are 
basic though well thought out and 
easy to use. The actual mecha- 
nism for loading and saving 
AnimGIFs is accomplished 
through provided ARexx scripts 
though sadly they didn't cope very 
well with loading AnimGIFs which 
have only a part of the frame ani- 
mated, something Cloanto 
promises to fix. 

Web site 

Transparericy handling is another 
issue whicti is important for 



PRODyCTTEST 



imB 



iS^ 



U ^mi'!^^ 



creating pictures suit- 
able for Web sites. 
PPaint now handles 
saving transparent 
GtFs internally rather 
than a freeware I/O 
nnodule which previ- 
ously had to be 
obtained elsewhere in 
6.x. Brush handling 
and nnanipulation tools 
are first rate: shift the 
handle point with 
Handle Custom to 
somewhere on the 
brush, select 'Make 
New' transparency or 
flood transparency and 
so on until only the 
part of the Innage remains which 
is desired. It saves buckets of 
work If this needs to be per- 
formed regularly. 

Grabbing of a screen fronn 
PPaint 6,)(. was handy enough but 
now 7,0 will grab any AmigaOS 
window straight into a brush! This 
function is wonderful for taking 
screenshots for publishing. 
However, more mainstream users 
could include grabbing from ren- 
der windows of things like Oouds 
and other Unix graphic tools 
which have no (or useless) savers 
of their own. 



lniM> f>r>a*»<n« 



Tim O^^h 

Tahiti. Left 

dlP3 Hi-Qu'I 
SI PR Harml,^-^ 
eil':# ■4ar«'l_«V 

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IS more 

A function that's not new to 7.0 
but which is worth mentioning 
anyway, is the less colours 
options. This counts all of the pk- 
els on the screen and presents a 
slider with the amount of colours 
preserit. It's possible to move the 
slider down and it will upload to 
tell you how many colours and 
what percentage of the Image's 
pixels will need to be changed. 
Combined with either PPaint's two 
qualitative and quantitative meth- 
ods of colour reduction, e graphic 
image can be reduced to the bare 
minimum number of colours 
required. ,^fter that, pens can be 



A. Nn s4i>riag« ol inags pillC«S9,iig eptinnS either. 
HHy ol tJnH tr« kf ikiMt neki 3Q sUitAgnns,. 

moved around the palette and 
the picture remapped etc. This 
was how we created the CU 
Amiga Magazine team Worms 
map from a true colour scan with- 
out using dithering. 

CyberG raphX 

Another reason I get on with 
PPaint is its tolerance of running 
under my CyberG raphX RTG sys- 
tem. Version 7.0 has improved on 
the compatibility level with 
noticeable improvement in the 
magnifying glass operating and 
such forth. It still has a long way 
to go though. By default PPaint 
seems to steal chip memory for 
operations which it shouldn't 
need to. This only slows things 
down to a crawi on a heavily 
accelerated system, I found this 
could be avoided by tweaking my 
CGraphX settings to force planes 
to fast memory and so on. 
Despite telling PPaint to use the 
CPU instead of the Amiga blitter, 
moving brushes around the 
screen was many times slower 




Pattern from Brush 

Jj ill 



Proceed | 



Cancel 



* Tha ht» iEtti.g? shovd tlie flFiMit kl l lull iriSi be il » iraDol* trntJemt « a hnifc pdHer.. Vim t*t 
ittar ika dilkeriig lisa ktre. 



than on the Workbench with 
MCP's solid move hack so I know 
it can be done faster. PPaint's on- 
line documentation is of a gener- 
ally high standard though the 
pages of the AmigaGuide are too 
long with not enough breaks for 
easy navigation. With more and 
more Amiga companies opting 
for electronic documentation I 
find myself wishing some more 
effort was spared on it. 

The online documentation 
can't be easily moved onto hard 
drive unless the whole CD is 
installed and will consume 60Mb 
of HD space which is a bit silly 
These things are minor com- 
pared to my main gripe with the 
documentation which is that there 




is no indeK, the lack of which 
forced me to load all of the A- 
Guide into a lexl editor so I ct;. 
do a 'search for' function. Ouch. 

Overall PPaint is a superb 
package if it's geared at what 
you want to do. It's not the best 
option for serious artistic work 
but to combine basic paint and 
animation package functions 
image processing, excellent 
colour control, superb ARexx 
support and good behaviour 
under RTG is very handy for 
some users. For Web work ale 
it can't be beaten. If only the 
umentation and I^TG support' 
shored upr not to mention the 
addition of truecolour then t' - 
could be the premier packas- - 
the Amiga, As it is, it's still a 
quality package which is higfilv 
worthy of a purchase, ■ 
Mat Bettinson 



PERSONAL PAINT 7.0 



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1 



PRODUCT TEST 



Executive 2.0 



Price: £10/£17 ■ Developer/Supplier: Petri Nordlund 




Multitasking is where the 
Amiga excels. Is it possible 
to get even better? Yes. 



OS all Amiga users know, 
multitasking is where 
their machine really 
outshines the rest. It's 
been doing it for 10 years while, 
in 199G, others were heralding the 
addition of this capability as a new 
thing. So, is it possible that the 



\1 



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Amiga's multitasking capabilities 
can be improved upon? The mak- 
ers of Executive 2,0 claim it can. 

Rocket soientist 

The type of multitasking that the 
Amiga provides fs known as 
'pre-emptive prioritised round- 
robin' multitasking. In simple 
terms what this means is that 
every program or fraction of a 
program which detaches to multi- 
task is known as a task. CLI 
processes are tasks themselves, 
you can view the current ones 
running by typing Status in the 
AmigaDOS shell. 

For example, if there are tasks 
of the same priority running, the 
original Exec will cut between 



them and this leads to the 
term Round Robin. In all it's a 
competent though simple system 
which works well on the Amiga. 
It's been there since the start 
and developers have learnt to 
exploit it. 

On the other hand, the Unix 
platform has what's called a task 
scheduler which without fifling 
pages with more technical 
details, uses more intelligent 
methods to decide what task gets 
what priority and when. The new 
Executive 2.0 apes this method by 
playirig with the Exec task priori- 
ties in real time to implement a 
proper task scheduler. 

Looking good 

Presentation wise, the author has 
gone to a lot of effort to get the 
package looking good and easy to 
get around. For example, both 
MUl and Gadtoois versions of 
the preferences and clients are 



Where can I 
get Exec 2-0? 

Seid a EurDchequc ir Pipstil Mif Ik 
£10 (£17 il using i persaml che^ntl to. 

Petri fiJojilltiiiit, VaBihii!i]jiiin[iif 4, 

minm fori f inla»o. 

(pElTiinWmeifaliJtinl li) 
Stcitii whtflher jrau'd ItlcE the heffJk 
Emailed to fnu it ilelivereit in i llBppT 
disk. The unregistered msm of Lie 
2.Q can be Inurd i^i this momh's Earn Ci 
in the itiasaiiie direclorf . 



provided. The only problem wh 
can arise though from using 
Executive 2.0 is when some tai- 
which really should not be force. 
to wait are 'scheduled'. For exam- j 
pie, programs which are time cr 
cal or any kind of serial access ar 
obvious ones which you shoulc 
be a bile to force not to schedule 

The magic wand option in 
Executive's prefs is very useful 
when you are defining a new 
entry as it has settings for most 
problematic programs. The prefr • 
ences program also allows you v 
set the scheduler you want to 
use. This h handy as there are 
several different types which ha. 
different multitasking algorithms 
built for various system loads. I 
tried the other schedulers provid- 
ed and found that the Super, 



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PRODUCT TEST 



Queues and the 2,0 Feedback 
schedulers (provided with the reg- 
islered version) were enough to 
fuHy manage my system. 

Finally, there's a number of 
handy utilities for managing 
tasks. They range from my 
favourite Top' which displays a 
simple window showing the top 
10 CPU-consunning tasks to the 
incredible 'Dashboard' client 
which allows complete control 
over the GUI elements. Anything 
Executive 2,0 is capable of mea- 
suring, such as CPU time, current 
loading, memory status and such 
forth can be included as a GUI 
element and resized/placed 



WHatnti' &?Mi 



anywhere within the window. 
Totally amazing, 

Indispensible 

Executive is really about multitask- 
ing. People who have tried the 
shareware version have either 
complained that it seemed to do 
nothing or totally loved it. The 
kind of person who's likely to ben- 
efit greatly from Exec 2.0 is an 
Amiga user who runs many prO- 
gramiS at once. For instance, any 
rendering that you want to do will 
no longer slow down response 
tiime for other programs. Also, the 
system won't lock up when a very 
CPU intensive task kicks in. 



Everything carries on run- 
ning as Executive fiigufes 
out who's had their share 

of the pie. 

Just to satisfy myself 
that I couldn't live without 
Executive. I tried disabling it 
for the first time in many 
months. Suddenly CLI 
response was dead slow as 
my 4000T chugged through 
various Internet tasks. 
Other applications stopped 
and started, presenting a 
generally jerky response. ., 
The machine locked up for - 
a few minutes several times as a 
background task kicked in to do 
something and hogged the CPU. 
It was no fun, I wanted my 
Executive back! 

The tenner that the full prod- 
uct costs is nothing to pay for 
what you get. Suddenly the 
Amiga glides along as its best 
asset is made even stronger. 
Don't buy it if you aren't some- 
thing of a power user though, 
because the simple schedulers 
provided with the unregistered 
package can be misleading as to 
what's on offer. Executive 2,0 
comes most highly recommend- 
ed for power Amiga users, for 
those people get it now! ■ 
Mat Bettinson 




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C49S.[K) 
EAZS.OD 



MSI CARD DH srsgiHWl IS MEEDEB TO AUM 
SCSI DEVICES ON AMKSA 



ln-iu- U^ii 4^iti;ily 



DELIVERY CHARGES 

SMALL CONSUMABLES AND SOFTWARE ITEMS UNDER TIHE VALUE C* 
C59 PLEASE ADD ELBA PAP-OTHER ITEMS CJCCe^-t LJLSERS, COLRIEB 
SERVICE CIO P£F1 BOX. OFF SHORE AND HIGHLANDS'. PLEASE CALL 
FOR A QUOTATION IN ADDlTiOM WE OFFER THE 
FOLLOWING EXPRESS SERVICES: SATSJADAV DELIVERY NORMAL 
RATE PLUS (IS PER BOX. MORNING, NEXT DAV NORMAL RATE PLUS 
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WORLDWIDE DELIVERY AVAILABLE. 
GOVERNMENT AND MAJOR PLC PURCHASE 
ORDERS WELCOME 

TRADE ENQUIRY WELCOME. 



PRODUCT TEST 



Blizzaid 1 240T/ERC 

■ Price: £249.95 ■ Develofief : Phase 5 ■ Supplier; Blittersoft 



t 01908 261477 http://blinersoft.wililnet.co.uk 




Oefore you howt "Oh no, 
not anotlier accelera- 
tor", this one is a little 
different from the 
■:.)rnn, Comirig frorn the Blizzard 
:able the most notable factor is 
nat it's designed to be used in 
A 1200 tower systems whether it's 
pre-fabricated or an Amiga enthu- 
siast's DiY effort. 

This card is as fast as you can 
get before Stepping into expen- 
sive 6S060 territory. See the 




benchmark graphs shown far right 
for how it performs. Yoj can find 
the AIBB module on the cover 
disks for your own comparisons. 
The CPUs have been reclaimed 
from previous comiputers which 
enables the amazing price of £250 
and thankfully they are fully tested 
and guaranteed. 

Extremely hot 

Cooling poses a problem for this 
baby though. While other 68040 
cards have been based on 
25MH? 68040s, this 
beast is a full 40MHz 
68040 and is based on 
the 68060 so it gets very 
hot. There is a very low 
profile fan mounted on 
the 68040 to combat this 
but the CPU is on the 
underside and this 
means that the fan will 
rest against the desktop 
on a standard A1200 



totally blocking the airflovy/ and 
leading to CPU destruction. 

The power for the fan is pro- 
vided by a 3,5" drive connector 
inside a tower system. Physically, 
the fan also precludes jsage of 
double sided SIMMs. They won't 
fit, we tried. 

Once the card is fitted it car- 
ries the sanne impressive fea- 
tures of the 68060 card such as; 
disabling of the CPU/memory by 
holding down the '2' key, up to 
1 28M b of RAM or 1 92Mb if the 
extremely fast Blizzard SCSI con- 
nector kit is attached, and a 
blinding memory bus speed. 

Another bonus to this card is 
that the 6S040 also doesn't need 
any patching software like the 
68060, but the 6B040.library is 
required for emulation of instruc- 
tions dropped since the 68030, If 
you do not have the 
6e040,!ibrary, Blittersoft will kind- 
ly provide it on request. 



DIYtype 

Other cards are on sale for the 
same price but only have half the 
features. This makes it worthwhile 
for any enterprising D!V type to 
make provision for it using the 
1240T/ERC in a desktop A1200. 
All you need to do is raise it off 
the table slightly with stacked 
rubber feet from Tandy and 
splice the 12V fan power onto 
the floppy connector. Without 
these modifications it's a tower 
only unLt SO please don't be 
tempted to fit to a desktop. 

The Blizzard 1240/ERC offers 
amaiing performance and incredi- 
ble value for money. Get it. ■ 
Mat Bettinson 



H<n 114 i*t AlBS't FFV 'Ifwh' IcM. All npwif 
tiil6 + FPJ ceit ItHiili tkt 041 cvrii m 
lestel nich tSM^l «lc. 

I.. I 



mu-m »■£»-» «1ZH-H mi^'is 




Ateo PC Keyboanl Interface 

■ Price: £44.00 ■ Developer: Ateo Concepts ■ Supplier: Ateo UK <?) 01705 790211 



©ittingAl 200 mother- 
boards into some kind 
of tower case presents 
a problem with the key- 
board. The A 1200' 3 keyboard is 
connected to the motfierboard 
with a short rigid metal-film ribbon 
which is impossible to extend. It's 
perhaps this factor that stops so 
many DIY enthusiasts from start- 
ing out. The At^o PC keyboard 
interface offers a solution as it 
allows the connection of any of 
the innumerable PC AT style key- 
boards to the Amiga. And it's not 
just of use to tower systems, per- 
haps you'd like to put the A1200 
out of the way and enjoy the facili- 
ty of a detachable keyboard nor- 
mally denied A1200 owners. 

Fttted up 

Fitting of the interface takes a dif- 
ferent approach than I expected. 
It doesn't plug into the ribbon 
connector at all, instead there's a 
small upside down SMT square 
chip socket similar to the one in 



the Apollo A600 accelerator. The 
chip carrier is loose with four 
wires connected to it so it fits 
firmly and easily onto the 
keyboard controller chip on the 
motherboard. Don't worn^, the 
provided instructions are easy 
enough to follow. 

To fit this socket the Amiga 
needs to be totally disassembled 
and the FtF shield removed. Once 
the socket is in place the wires can 
be trailed out of eny of the holes 
and the shield replaced. The wires 
connect to a daughter board which 
has some kind of micro controller 
|my guess is an S052) and an 
accon^panying EPROM to perform 
the translation. There's a standard 
AT keyboard DIN socket for the 
keyboard to plug into and finally a 
floppy drive power connector to 
run the whole thing. 

Mapped 

The power connector won't be a 
problem for tower users as the 
power supplies have these trailing 



off anyway but a stock 
A 1200 will require more 
power splicing from the 
floppy connector. Oh joy. It 
worked first time for us as 
the keys are mapped intelli- 
gently. A new key map is 
required but is provided On 
floppy disk. Mounting of 
the daughter board unfortu- 
nately is geared to fitting it 
onto an existing hole on a 
metal panel. This is fine for 
Tower owners but pretty 
useless for those just want' 
ing an extension keyboard. 
It really should have been possi- 
ble to fit it to the spare socket on 
the back right of the A1 200. It 
could certainly be 'bodged' 
in place. 

The keyboard interface works 
as desired and will be invaluable 
to enthusiasts hacking their 
A1200 into 3 tower case. If you'd 
like to see CU Amiga Magazine 
providing details on how to do 
this, do send us a letter or Email 




to let us (tnow. Mounting will 
require some improvisation for 
standard A1 200 owners though it 
will be worth it for a high quality 
detachable keyboard. ■ 
Mat Bettin»c»n 




61 



PD SCENE 





Good game, good game. Shut up 
Brucie. Anywav, there's lots of top 
games in this assortment of 'scene' 
snippets from Anthony Brice. 



Dsm? 



^EI^SXY) 



III ; •■'< *■■<*-' "•• 111 



Rooketz 

game 

Rocketz is a clas- 
sic example of 
taking an old but 
good idea and 
mdkinQ it even 
better Anyone 
wKo's ^ver played 
Thrust on the old 
Com mod ore 64, 
Of R3: on the 
Amiga will know 
eKiJCtIv whflt to ' 
expect in Rocl<et£. 
The Idea is to guide your ship around superb scrolling 
bacltdrops, picking up extra weapons and tokens along 
the way. Needless to sav there are the usual hazards to 
dispose of along the way such as enemy ships and strate> 
gicallv-placad gun emplacements designed to destroy 
you, Jn single player mode it's fun but when there's two 
of you it's even better. Using the spilt screen option you 
can tussle it out with a friend, collecting bonus stuff first 
and destroying your opponent with some brilliant 
weapons. There are several different classes of craH on 
offer which handle better or worse depending on your 
style of play and banh balance. 

The presentation is simply superb and you can config- 
ure the controls to your liking ss this type of game is 
best played using keys, rather than a joystick. In my 
opinion this game is worthy of a commercial release and 
as shareware it's an absolute ^teal- Superb. 




jijRIMmi 



^•ip*^«^«^ 



V«'f 



SilfllS PiJIT 



AminetPath: N/A 
Available from: 
Classic Ami^a PD, 
11 Deamsgate, 
Radcliffe, 
Manchester M26 
9VJ. Tel: 0161 
723 1638, Price: 
£1.00 per disk 
plus 75p P + R 



Turbol-ode 2 
game demo 

Revamped classics seems to be the theme this month. 
TufboLode 2 is based on that old favourite Lode Runner, in 
which you guide your builder-type character around the 
screens climbing ladders, crossing bridges, swinging from 
the bars on the ceiling and falling from impossible hetghts- 
Up to eight bad guys are chasing you and they're out to 
stop you getting your hands on the gold bars- And if you 
weren't frightened enough the music is suitably scary 
TurboLode 2 is a tough game. The only reason I managed to 
see some of the later screens is because the demo had a 
few saved games already included. 
AminetPiJth: N/A 



Availnble; from: 
Classic Amiga PD, 
.11 Deansgate, 
Radcliffe, 
Manchester 
M26 9YJ. Tel;0161 
723 1638, Price: 
£1.00 per disk 



Space Taxi 3 0^^ 1 

game ^ V 

As if Rocket? wasn't enough 
to while away those long 
winter evenings. Space Taxi 
is another nineties version of 
a classic Commodore 64 
game. In this futuristic world 
taxis don't have wheels any more. They're mini spaceships. 
Gravity permitting, your job is to fly one of these taxis 
around avoiding the scenery and landing on precariously- 
placed platforms to pick up passengers and take them 
wherever they wish to gso. it's a simple enough idea but 
there are several different levels, each with their own set 
of screens to navigate. Moving platforms, electricity- 
charged holes and gravity playing up make it difficult. Add 
Excellent presentation screens, configurable speech sam< 
pies and the music and you've got a great game. 

AminetPath: game/misc/spacetaNiZ.Iha (790li) 

Awnilahle from: Vour Choice PD, 39 

Lambton Road, Chorlton, Manchester 

M21 OZJ. Tel: 01618 818 994. 

Price: £1 .00 per disk of Aminet files p 

70p P + P; 




B2 \ 



iiMitt 



M""-^^-*^*"" 



DMC Gold 

disk magazine creator 










iiGOERAmmE 



MiNEyiRBE^OFh 






CU Amiga 

Magaiine looked 
at the original 
DMC same time' 
back and pointed 
out a few tilings thai; nBaded to be corrected. The author 
was aff ranted .it some of these criticisms but neverthe- 
less DMC Gold (Disk Magiizine Creator) is a new version 
which has been created to address them. The author has 
gone to great pains to point out in the accompanving 
documentation hovw indignant he is at Tony Horgan's 
complaints about his work, such as having to use hew 
codes manually. He's even gone to the trouble of putting 
a spoof load screen of Tony (hex codes never put me off 
Oct^MED! - EdK Fortunatelv. he's taken note of the com- 
plaints, so this new version is a much improved program. 
DMC is used bv many disk magazine authors to create 
their work. The new DMC fixes several bugs and adds 
eictra features including better print options and a much- 
needed search feature which works rather well. The old 
formats are still compatible with this new version so you 
can USB old templates with no problems. DMC will also 
still work on 1.3 machines, DMC is worth its weight in 
gold and the £6.99 asking price is justified if you create 
your own magaiinesn 

AminetPath: N/A 

Available from: F1 Licenceware, 

31 Wellington Road, Exeter, Devon EX2 

9DU. Tel: 03fl2 493 580- 

Price: £6.99 plus 75p P+P. — 



Keith's Quest 
game . 

This is another arcade adven- I 

ture in the spirit of the >id 

Monkey Island series. It's a 
Hcenceware game where you ^ , , ». " 
guide our hero through a ** 

distant land interacting with 
objects and the scenery along the way T^i* commands are 
enforced the traditional way by clicking on words at the 
bottom of the screen for sentences liker 'unlock door with 
key'. It's the usual hunt the treasure plot but I'm not sure 
what kind of people it's aimed at as it seems too tricky for 
kids and adults may find the plot a bit too silly to take it 
seriously. 1 played the demo of the full game and unfortu- 
nately didn't get too far as the puzzles were far too illogi- 
cal for me. I only managed to visit three or four locations 
before getting stuck, however, people who play these 
types of game more than I do may have no such trouble. 

AmtnetPath: N/A 

Availalile Frnn>: Classic Amiga PD, 1 1 
Deansgate, Radcliffe. Manchester M26 
9YJ. Tel: 0161 723 1638. Price; £100 
per disk plus 75p P+P. 



Fighting Spirit 
game deitiQ 

Yes, it's yet another Streetfighter clone. Has Fighting Spirit 
managed to succeed where others failed? Well, the graph- 
ics and presentation to start with are superb, and the 
music is atmospheric. There are 10 characters in the full 
game with some surprise ones promised but only two in 
the demo. You've got the choice of two characters: young 
Kento Sazak or the slightly older Vuri Hishimoto against a 
nice oriental backdrop (we're promised 10 different ani- 
mated backdrops in the full game). 

There's the usual compliment of special moves along 
with the standard punching and kicking stuff. So far it's 
looking very attractive, it plays well, the players move 
quickly enough and the response time is pretty good. This 
bodes well for the full game. 



1^ AminetPath: N/A 
^ Available from: 

Classic Amiga PD, 

11 Deansgate. 

Radcliffe, 
-r . Manchester M26 

9VJ- Tel: 0161 

723 1638. 

Price: £t.00 per 
■ ■ 75 P+R 




\*: 



National Hunt V3 

game | 

National Hunt "■! 

offers you the . 

chance to become ' 

a National Hunt 
horse racing train* 
er. And as far as 
management sim- 
ulations go there'! 
enough statistics - 
and figures in 

here to give real horse racing fans something to shout 
about but there is a price to pay. Working through a season 
turns into a chore rather than fun due to badly implement- 
ed statistics screens that take forever to scroll up with no 
option to skip them. There are too many delays in the 
game, which presumably are there to give you time to read 
what's on screen, when an option to click mouse when 
you're ready would be so much simpler. Other downfalls 
include the lack of a hard drive instaHation script (although 
it can he done manuatly), abysmal sound effects and you 
can only ever save one game. Some of the statistics 
screens are sat out illogically too. For example, when you 
make a bet and can't see all the info you need. It's not air 
bad, though. You have an option to view races or not (and 
the race screens are fun to watch when you have a bet on 
your horse). 

AminetPath: N/A \ 

AvaJtabte from: Mark Winterton, 1 
Risby, North Brett on, Peterborough, 
Cambs PE3 8QR. Price: Demo versii 
£1.00 plus sop P+P. Full version £& 
P + P inclusive. 



Wordworth^ frhe World's most popular 
Amiga ^ord processor^ is now^ even 
better with the release of 
Wordworth^ 6, 

Just look at these new features— 

• New drawing tools: polygon, regulor 
polygon, bezier curve and freehond. 

• More ARexx commands ond macros. 

• Password protection on documents 

• Water mo rks. 

• Improved RTF file support. 

• Over 1000 pieces of cliparf. 

• 50 Compugraphic fonts, 

• CDROM version, 

• Plus nnany other minor improvements 
ond refinements. 



The Experts Appiaud 

Since its launch irt 1991, Wordworth'^ fias grown to 
become the rnost successful and most popiilar word proces- 
sor ever developed for the Amiga, After all, 250,000 users 
can't be wrong I 



0m^ ^|P*r: 



'-'MM.4 1- SUPtMia 



AMIGA 



And with the launch of new Wordworth* 6, Digita™ has 
clearly demonstrated its continued commitment to the Amiga 
community. 




An Offer You Can't Refuse 

Word worth' 6 is noi 
Qvailobie on CDROM* 
at an Introductory price 

oF just £39,99** {if you 
already own Word worth f' 

or any other word 
processor, you can 
upgrade for just 
£19.99**1 



Amozing Value! 

Wordwortfi^ 6 For £39.99 is pfet^ 
incredible value. Better still, for jus 
£10 more you can also buy the com 
plete Digito'" range.,. 
Word worth* 6 Office 

-iirr I 1 ^ 

contains Wordworth'"- 6, 
Da to store"" 2, Money Matters'"' 4 
and Organiser 2, all on one conve- 
nient CDROM* (iF you aire-ady own 
any of these Digita^" products, you con upgrade 
Wordworth 6 OFfice for just £34.99**). 

Don't Miss This Special Introductory Offer- 
Call today! 

To order, telephone 01 395 270 273, facsimile 01 3_ 
268 893, email SQles@digita. demon. co.uk or visit our 
web site URL wwwdigita.com. - — 



*Floppy disl? versions also ovdnS-.. 
**Plus £3 postage ond packoginj 



DIGITA" ^^^'^^ ^^^^ ^oum Exmouth EX8 Ijl ENGLAND 

INTERNATIONAL Telephone 01 395 270 273 Facsimile 01 395 268 893 Emoil sales@digita, demon.co.uk URL www.digita.cor 



f pr#V]iui( iui»« r^r' pva-l »: fjn ::a\i*r :itii 

■■.\v*c^r*pcrti*i. Aidv*n cf*iof QarHrd 9 



r^i to ctionsje )p«ifKi!ivmi?»^«Kji+in« rpi^iiHfuiig el irrtytn* W1 i^tcfic r4qiM*n»nli ofJ *:-pKtoHcH* o^ t^B but 

. Digto ir crVy ai»Ot.kiMiJ itivfuriifii ionoor t» Md liable "br ony vnyi. an-w<i^. -d* Ws w**rti Bwry tv"? wci^ind eaot 



WHILE-U-WAIT 

COMPUTERS AND MONITORS 



x 



T>iafs ' 
9 promise 
for computers!! 



/ 



Attention Dealers 

Ring/Fa^ Now for best trade prices and 

terms on Repairs, Spares, Floppy Drives, 

Hard Drives, CD Rom Drives 

and Memor/ Upgrades. 



- FAST TURhlAROUMD 

- 90 DAVS WARFLA^^TV ON ALL REPAIRS f 5 

* £10 EXTRA CHARGE FOR WHlLE-U-WAlT SERVICE 
■* COURIER CHARGES £7 05 EACH WAY 

- A1 500/A2OO0/A3000.'A40OO EQUOTATIOM 



A500, A500+ & A600 



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C)9>9SM^ 






MODiMS _ 

8ABT APPROVED + IKOWl *?"«*;■ 



APOLLO ACCEURATORS 



ISO Lite. ..£99-95 
1230/SO....f 159*95 
1240/25 ...£229.95 
124O/40 ..£299-95 
1260/50 .-£489-95 



SIMMS 

4Mb ,,.....€29-95 

SMb » £4995 

leiVlb £89-95 

GotHi discouiiK on SIMM p"if> 
txju^ht with ^n Atwlerator 



2.5" HARD DRIVES 

For A600 & A1 200 

60Mb £5S00 12OMb-.,-i75.O0 250Mb. .£105-00 54C^b.,. £149-95 

80Mb £65-00 170Mb £90 00 420Mb...£129 95 IGIG £199-95 

All hard (irives are: pre-formattect, partitioned with Workbench 
loadlS and include S 5- IDE c<,ble and software 

|2-5" iPE Cabie and Software (if bought separateliy). • ^^'Zz — 



3-5" HARD DRIVES 

540Mb £11500 108G1G E15M0 

S50Mb i:i30-00 2- 1GIG £235:00. 



SIMPLY TiiE^EST AFTER-SALES SEitVICE 




INTERNAL aOPPY DRIVES 

A500/A500+ £29-95 A600yA1200 ...E34.95 



CHIPS <• SPARES 4- ACCESSORIES 



Weg 1^att«r Agnus 
7 M«g, Ffltfer ftgnu? 
8362 Denise ....,, 
6373 Super Benise 
S719 Cory 



,£19.0(] 
.£24.CiO 
,.£9-00 

...t7-S0 



8S20CIU600/A1200,, 
B374flli(eA1200 

Vid«a DACAl2(tO 

A600/Al?00Keyh(Hifd 



,E14-5D 
.£30-00 

,£19-0[) 
.£60.00 



QUAD SPEED 
CD ROM DRIVES 

Including 
Squirrel Interface 

£189*95 



lOLA 
GENIOCKS 

i.tSOO....J16a.95 
UOOOS ..£349*95 



B52OCIAA5O0/A500+ -£1^-00 

S364 PaulD ftbOO/fc5(}0+ El^^OO 

KickjtoTtROW 1-3 ,.....ElS-00 

ltkksrDrtR0M204 HZ-OO 

Kifkst^rM?OW2 05 £29-00 

A5D0/ASDiD-^ Kftv^oofd ^^t^-OO 

6570 K.eyhaard Chip nO^OO 

68000 Processor 19-00 

Power Si!ppU50O/A6D0/M2OD... £35.00 
EKhoiige A200Q/i15O0 ftwaSupp^ .. .£60.00 



LisoAl200 ,..,£3500 

GayleA600/il200 ^25-00 

BudflieAl200 £30fl0 

Mouse (290dpi) £1500 

icmkni ,..£lS-00 

Mouse Mat ■■JJJJ 

10 ftoiad erondfld Disks , .E^'OD 

'Print*i Cable ----- ^^"^^ 

Suff Sqjiriel ^^"^-^^ 

Squirrel SCSnntBrlfl{« ,...£55-00 



All chips nre ovoilofcle ex-sto<lt 

PUqse call for any thip or spnre not listed here 



J 



SPECIAI. 
OFFER 



A1 200 without hard drive ^^t'll 

.A1200 with 80Mb harddrive .,..-X349-95 
A1 200 with 1 70Mb hard drive £379'95 



A1200 with 340Mb hard drive £429-^5 

A1 200 with 5 10Mb hard drive ^,£499-95 

* Call for more good deals 



XhSSicftl^S.EScE"*' Tek 0181 546 9575 



* Wc re*.r.= the right to refuse ;"^,^tgS;*g,^,^;^T^.^';^,^^u^;'rrE;^ c^it.005, copy available on r^^^.t. , 



P0UT 





WKen is an AGA slideshow maker not actually AGA? 
This and other questions are answered by Anthony 
Brice as he goes off on his public domain rounds in 
search of new utilities to put through their paces. 







Forget X~ files 

folks! 

flnyme ^ot R 

NfliL-FiLa? 






SuperCat V1 .3 ^ ^ 

recording database C^SilliiyjL] 

One of our Super P 
CU CD-ROMs I 

featured an earlier 
demo version of 
SuperC^it. The 
author, Marh 
SweeneVf was 
morn than pFeased 
that the demo 
appeared on that 
CD and has 
overhauled his 
program to make ** 
it evan b&tter. This new version, SuperCat 1,3, has a 
database of cower disks from all of the well known Amiga 
magazines, including CU Amiga Magazine of course. 
Created using the wonderful CanDo multimedia program, 
SuperCat features a very nice interface which is both very 
easy to use and well i^id out. It now includes a very pow- 
erful search engine which saves you time digging through 
your disk hoxes for that obscure disk. You can also 
CKtend the database as you add to your collection. This 
raally is the best example of a disk logger that I've ever 
seen. As an added bonus when you buy the program from 
the author you g>9t & free copy of Didit, a database of 
famous people featuring a similar interface. At £2.50 a 
copy it's a bargain to snap up. And check out the won- 
derful mug-shot of the author in the program info 
section. Anyone got a nail file to break him out? 






(ijii.IjMii »! Uk 

tt'm i kam it4t itatit (ntt 



I VtnifH Cl^fttit MJmt I 



111; svwn iMi mm-- 






AminetPath: WA 
Available from: 
Mark Sweeney, 
15 Birchfields. 
Longsight, 
Manchester M13 
OX. Price; £2.50 
includintf free 
copy of Didlt. 



EH .OHQ' |]nQ '.' Enna '; 



Agassm 

slideshow maker 



Effwti... 






Although this is billed as an 
AGA slideshow maker it's 
not limited to AGA Amigas. 
I'm not sure why the author 
didn't rename it after point- 
ing out this fact to us in the documentation hut stranger 
things have happened at sea. This is a demo version of 
the full program which is available as licencew»re. It's an 
OK littla program hut it's let down by the lack of a save 
option, no install script {which you get when you buy the 
full program} and a horrible nag requester which pops up 
periodically to remind you that it is a demo. The lack of 
support for datatypes is too restricting as this means pic- 
tures have to be in IFF format before you can use them 
with your siideshows. Fortunately, to make up for this 
there are some impressive effects for your scripts such as 
bi-directional scrolling, faders and spirals to make your 
slideshow more interesting than the usual flick picture 
methods. There are also options for playing music, ani- 
mations and scripts at key points and an ARexx port for 
more versatile control. 

AminetPath: gfx/show/agassmJha (21 Ok^ 
Available fromi Your Choice PD, 39 Lambton 
Road. Chorion, Manchester M21 OZJ. Tal: 016IS 

^_^^^^_^^^ 81« 994. 

I Price; £1.00 
- . per disk of 

' , V Aminet files 

itlij.-i 70p P + R 



t^LT'jim 



mini UH |hri:t-4i4iti^iiUr.^;t .w.iiiiin^ 
Mti<» Sift i J[Z ; ^'^»> ?ir^^ _| 




■ 



i 

I 

I 



PiUTlUTIES 



VirusZ It VI .35 

virus killer 



CcMJe Control 



□ Tilt HitNit ll*t/ll*l \Z} iM»rit» PiMrt 
QEfljlitf tifllKli E] Ihito-Sav* BiMFt 

[hJ tftrwKh E)(«*t*ltl»i LJ 5kif Cftft*! FlUi 

ttfiuit Imfi Est Ik: [ffwT' 

tetunt it llMi Di«ltH« «-"5i ID 




VirusZ now 
holda the rank 
of the Amiga's 
premior virus 
kilter liince Virus 
Checker caaaed 
development. It 
is an essential 
tool no Amiga 
uster cnn afford 
to be without. 
We've all heard 
horror stories 
nboot viruses 

that can do silly things like display daft pictures right 
down to the renliv mHlicious ones that can defitroy ftH 
tlie data on your hard drive. VirusZ is the Am tg as equiv- 
alent of Domestos and kills all known wlrusos storte 
dead. Aud, as the updates to this program are released 
so regularly, it's definitely the leader in the field- It 
saved a pfirticular CU CD-ROM from the Hflppy Hew 
Year virus as it was the only one that could recognise it. 
The question is not how valuable a virus killer on your 
computer is hut can you afford to get caught out by rtot 
using it. Don't take the chance- Get this now. 

AminetPath: util/wrrus/VirusZJ1t35.!ha 1187 
Available from: Your Choice PD. 39 
Lanibttiii Boad, Chorlton, Mancho^ter 
M21 OZJ Tel: Tel: 01618 fl18 934. 
Pric«- £1.00 pflr disk of Aminet files 
phrs70r>P + P- 



Cyclone V 1.1 Ob 

f idon«t mail reader 

For the last three years. Spot has stood th« teftt of time as 
the leader of Antiga Fidonet oHIioe readers. The likfls of 
Thor, tHail Manager and April have a«1 taken theit share of 
the user base but Spot has always be^n the favourite. Now 
Cyclone, after a yenr-lony wnii, has arriuod and the situa- 
tion looks likely to change. Spot hasn't been in dovelopment 
for two years while Cyclone is new, uses MUl, looks fantas- 
tic, and has all the features of Spot iis well as a whole lot 
more. MUI is likely to put off « few but Cyclone promises a 
(ot- For eK ample, there is a separftte tool for importing and 
cHpurting all mrtil packets to make upgrading easier. Vou 
also liawc options for coloured tent, HTML reading, Amiga 
Guide find a whole host o* configuration options. Cyclone is 
still fit bfitfl stHfje, hnnce potentially unstable, but it has a 
supportive author and is worth checking out lOS 3+ only). 

AminetPatit: conmi/rflflil/ cyclone llOb-Iha (156k) 

Aviiilable from: 



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/ ivnanchester M21 
OZJ. Tel: 01618 
818 994. 
Price: £1.00 per 
disk of Aminet 
files plus 70p P + P. 



MMUMv 







GUI 

Co decontrol is an 
ARexs script that | 
uses the wonder- 
ful MUlReKX 
extension to get 
the best out of 
UUfmcode and ii 

UUDecoding 
tools. It places 
files in ASCII 
messages which 
can be sent over 
the Internet or Fidonet to ba 
easily decoded on receipt. 
CodeControl supports three 
different formats. The most 
common is MIME 
{Multipurpose Internet Mail 
Extensions) on the Internet and UUEricoda with Fidonet 
technology. Finally, there's support for FSCode which 
works just as well but never caught on, Vou use Codn 
Control to select the file you want to encode arwl then 
pasta the output tent Into your message. This works very 
W«1I and saves a lot of time trying to do the same thing 
via the Shell, especially with the strange command line 
arguments these binaries usa. You also have configuration 
options based on which format you are using and this lots 
you Split files amongst several messages. To restore them 
later the user can save the messages as ASCII tent and 
then run Code Control ownr any one to retrieve the file. It 
works surprisingly well with an intuitive Magic User 
Interface GUL Highly recommonded. 

Amin@tPath: util/conv/codecontrol.lho 14 

Available from: Your Choice PD, 

39 Lan^bloa Road. Chorlton, Mancitest 

M21 OZJ. Tel: 01618 818 394. 

Price: £1.00 per disk of Aminat fil" 
plus 70p P-f-P. 



GGSE Physics Tutor (2 disks) 

physics tutorials 



SMUiJtriNlllfVM 



Here's something which we 
don't see that ofteit on the 
Amigo yet it could be invalu- 
able to a large number of 
students. Physics Tutor, 
spread across two disks, fea- 
tures several lessons on 
physics and in some cases 
uses examptes from GCSE Physics 
ettanis. The presentation is lively 
enough as it uses antnvations and pic- 
tures as wall as text. The subjects rancje 
from light and sound, forces and ener- 
gy, electricity and the wonderful world of magnetism. The 
tutorials disk uses a niultipli- choice format 4iiid you get a 
hint button with the actual lossons. The second disk con- 
tains enamination questions but there's no hint button this 
time. Each section has a set of questions at the end to test 
what you've learned earlier. And to top it all there's an 
invaluable indsM option and a quick raforente guide. 
Students should lap this up. 

AminetPath: N/A 

Available from: Morwich PO, 

43 Motiirn Roiid, Norwich, Norfolk NR5 

SEH. Te<; 01603 504 655. Price: £2.95. 



CDROMS 



Whaf s on Supe 



Here's your guide to all the hot 
stuff on this month's CD-ROM with 
details of how to work it all. 

As with our prior cover CDs, CUCD6 can 
be used either by booting on a CD32 or 
A1 200/4000 with adequate CD32 emula- 
tion, The CD will rot autoboot under any 
Kickstart earlier than 3,0. If using the CD 
via Workbench and intending to run soft- 
v-ri'o directly off the CD then it's impor- 
■..i.l -.0 first click on the 'Imt CD' icon. 
This sets up various assigns and makes 
MUt 3.6 temporarily available if it is not already installed, 

It's worth noting that running software directly from CD is a touch- 
and-go business. While we've gone to a lot of effort to make many 
programs run from the CD, others may have to be dragged to your hard 
drive either manually or by running ari included installer, 'Init CD' also 
runs the New Icons patch so don't be surprised if the icons change to 
more attractive designs afterwards. 




A word on detnos and games 

Demos and games are alnnost never coded in a so-called OS legal 
way. That means that while they may work for us. they might not 
work for you for several reasons. 

Either your hardware set-up is slightly different or some third party 
software running on your Amiga may upset the demo or consume 
resources that the demo/game requires. Please donotassumethe 
CD is simply 'faulty' if any of this software refuses to run. 

There are things you can do to make the software more likely to 
run. Closing down any running software, exiting screens and such 
forth will free up resources. It might be better to cut to the chase and 
copy the demo^game onto your hard drive and then boot with no 
startup sequence. This involves resetting and holding down both 
mouse buttons, then press start with no startup-sequence. 

You'll then be placed into the AmigaDOS so you'd need to know 
enough about that aspect of your Amiga to navigate to where the 
offending software is and run it. As a general rule, if the game or 
demo still doesn't work then it's incompatible with your machine. 
Some demos will only ever work when run in this fashion. If you get 
a requester asking for a specific volume then the software needs 
'assigns' set up and so it's fairly likely it has an installer that should 
have been run. 

Underwater Capers 

This month's cover ganne is the bizarrely titled Seemore Doolittle's 
Unden/vaier Capers. 
This horizontally 
scrolling shoot 'em up 
was written using 
Reality Game Engine, 
the new games 
authoring software 
Which promises to 
allow people with no 
programming expefi- 
ence to write profes- 
sional quality games. 




Audio tracks 

This month we feature a Special selection of remixed audio tracks 
from Australian musician Samuel Gilbert- Based in Adelaide, Samuel 
has used OctaMED since the first versions and draws on a wide vari- 
ety of sources for the sound samples to set the atmosphere in his 
unique uncluttered compositions. 

His work shows a maturity and professionalism concerning both 
the technical quaitty and the clear scoring of the music He cites the 
Prodigy and Aphex Twin among the inspirations to the jungle style 
underlying some of these works. 

Samuel tells us that his music reflects his moods at the time of 
writing; by the sound of these tracks he must be feeling complex and I 
laid back while he was slaving over OctaMED. 

They are titled as follows; 
Track Title Length 

2 Believe fyle 4:50 

3 Hypnosis 4:55 

4 Emerald Dreams 4:55 

The audio tracks can be played with any normal CD player and can be 
found as tracks 2, 3 and 4 respectively, Some audio CD decks may 
mistake the first track as audio when it is in fact the data track. This 
will result in them playing awful noise so don't risk it and spool on to 
track two right away before the CD starts playing. Enjoy' 



Whaf s in vour drawers 

When the CUCD6 icon is opened from the Workbench, you will see 
that we haven't made any major changes in the layout for oncel 
Those of you who have used CUCD5 mounted on last month's cover 
should find things reasonably familiar. We are of course always trying 
to perfect the layout of the CD, and have tweaked the standardisation 
a little bit. Some readers have requested we try to make more of the 
software run straight from the disc, and these tweaks should help 
that The disc is now structured like a standard 'Workbench disc to 
simplify its usage. 

The Workbench 3.1 drawers such as Prefs, System, Utilities and 
Tools are in the root directory. There's no Support drawer and every- 
thing previously found in this drawer has been moved into Tools, 
System and Utilities as appropriate. The Magazine drawer has also 
moved into the CUCD drawer 

In the root direotory of CUGD6 

Imagine 4.0 

The star turn on this month's cover CD is the most up-to-date version 
of the most popular 3D rendering software on the Amiga. The 
Imagine directory contains both Imagine, fpu for users with floating 
point units and Imagine.int for those of you still without an FPU. 
Make sure you use Ihe FPU version if you have an FPU installed in 
your machine, it's a lot faster! 
Imagine will run direct from the 
CD, however if you plan on using 
this software much, you would be 
advised to install the software to 
your hard drive. There is an 
installer icon in the Imagine direc- 
tory. You'll also find over lOOMh of 
objects and other support data 
and software for Imagine within 
the main imagine drawer. 





ROM 6? 



utilities 

You will find Multiview, More, Cfock and some tools for working with 
Mewlcon images in this drawer, 
Tools 

Contains the Workbench 3.1 Tools clfawor, 
Prefa 

The Workbench 3.1 Preferences drawer and New Icons prefs. 
System 

The 3.1 System drawer in addition to the Support drawer fronn 
CUCD4, The latest versions of MUl 3.6, PPShow, Visage, Flick, Flarnet, 
Mewlcons, HappyENV GMPlay, PlaylS, DeliTracker, OctaMEOPIaver 
and SuperView are all crammed here to aid access to the rest of tfie 
CD. There is also an up-to-date version of VirusZ. 
WWW 

There's 4BiMb of Interrtet WWW sites which can be browsed directly 
off the CD without need of an Internet connectiion. Special CD Amiga 
versions of the premier Web browsers, AWeb and IBrowse, are provid- 
ed to access the si^tes where an impro\/ed main, menu system is now 
included for easier navigation around this treasure trove of information 
and entertainment. 

Inside the CUCD drawer; 

On-line 




a 



I. 






ImtiitTkwii^atM. H«ii4jk;|n« 



B 







Another collection of good- 
ies for Internet users, 
Included is a full Aminet 
iinde»i, a MUD system, the 
latest release of Mianni, 
Web design software and 
much more. 
Programming 
This month we have a devel- 
oper's system for Directory 
Opus b.b. some Blitz FAQ web pages, and Gnu-C and Ml}\ directories 
containing plenty to keep coders busy. 
Graphii:;* 

CUCD6 lias plenty in the graphics directory this month to keep your 
eyes happy. There is a big directory of anims, son^e 64 colour icons, 
CyberGrapbijc support files. Star Trek Workbench patterns, the 
Artstudio package including a demo of the latest v2,0 release and 
plenty more. 
Readers 

We've put in quite a lot of readers work on this month's CD, Picture 
files are now in separate directories for IFFs and JPEGs, although 
credits for both directories can be found in Credits. The Utilities draw- 
er contains a database 
program, LZHUtils, 
Icon support, some C 
support utilities, a pro- 
gram for producing 
banner te5<,t on your 
printer, and as always, 
more. The mod collec- 
tion contain-s plenty of 
tunes including a nine 
disk collection sent in 
by David Melville. 
Under Anims you' II 
' nd some real oddities 
and some nice work 
from Dale Hem en way, 




who clearly has too much time on his 
hands. There are plenty of readers' games too, 
including an excellent variation on the Tetris theme, a fast two player 
split-screen 3D racing game and for the nostalgic PC haters out there 
a tej(t adventure called Curse of the PC! 
CD-ROM 

Here you'll find software for CD-ROM users, including the AMICDFS2 
filing system, a demo of Make_cd {a new CD-ROM writing package 
from Germany} and a new audio CD player. 
Demos 

As usual we've included all the latest top 'scene' demos including the 
Aircombat demo, which is quite a treat for users with 8M'b machines 
and n-any many others. There's hours of demo viewing entertainment 
to be found here. 
Previews 

Thefe is a preview this month of Almathera's latest package for the 
multimedia / desktop video users, rather appropriately called DTV; 
Irtf&nnation 

Here you'll find a massive AmigaGuide to the shared libraries of the 
Amiga which should answer a lot of questions about this often tricky 
subject. There is also a guide to tlie A12O0 with son^e in-depth techni- 
cal specs and IFFs showing memory structures and block diagrams. 
Utilliiee 

There is plenty here this nionth to make your Amiga a more exciting 
place to visit, MPLS patch is a MUl system for sharing file formats, a 
tooltypes editor and an assortment of other wonders, including ver- 
sion 3.6 of Shapeshifter, the amaaing shareware Mac emulator which 
basically gives you a whole new computer for the cost of the share- 
ware registration, 
Sound 

More mods to amuse the ears, a MID! player, Hippopiayer and the 
bizarre AlgoMusiC 
Games 

Entertai'nment central with a collection of PD and demo games. As 
always we can't guarantee that they'll work on your particular Amiga 
so do read whatever documentation is provided, checking system 
requirements and so on. Be sure to ctieck out Uropa2, a fast combina- 
tion 3D isometricAaytraced game set on Jupiter's moon and DOOPSI, 
a powerful but easy to use object oriented graphic adventure author- 
ing system, which you can use to write your own version of Monkey 
Island. Lots of fun to be had here. 



Driving CUCDs 

Gerierafly dnving CUCDs is as simple as clicking on an icon of 
something you want to run, play, see etc. You should find it will 
automatically activate a player, viewer or run the program without 
further ado. Of course if you access CUCD from a directory utility, 
then you can use your own preference of players, viewers etc on 
the specific files. 

We can't emphasise enough the importance of clicking on any 
readme or other documentation files inside each directoni?. There's 
simply too much material for us to detail here so you'll have to 
explore, read the documentation and see if each program or what- 
ever is of use or interest to you. 

So have fun exploring CUCD6 and don't forget to send us any 
work of your own so we can include it on later CDs! Also feel free 
to write into the magazine and tell us what you'd like to see on 
future CDs or how you'd like to see them- organised. Address all 
letters of this topic to CD Editor, 



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CU Amiga Magazine's newest 
recruit, Andrew Korn, tucics 
into this top selection of CDs. 



w?"^"(?^"^^i^i»?^ 



Imagine 3D PD 



If you have ever wanted an object 
for Imagine tlial yoLi couldn't be 
bothered to make yourself, it's 
probably on this disk. Tiiere are 
275Mbs of object files here, 
covering everything ffom the 
obligatory ICIingort cruiser to a 
toilet, taking in Stonehenge and 
Boeing engine parts on the way, 
Most of the objects are com- 
plete with the textures to render 
them straight away, However, 
you will need the full testture set 
from the FPU version to use 
them all. 

There are also ainnost a thou- 
sand textures in their own direc- 
tory in IFF24 and TARGA formats, 
ranging from small but nicely 
tessellating brick textures to a 
lovely 2Mb earth map, These are 
mostly really useful textures; the 
kind of thing which you can 




actually imagine (sorryli wanting 
to use more than once. If you've 
been looking for a realistic green 
stucco effect, or a pink marble, 
this i$ the place tO look. For 
added realism, why not apply 
one of the supplied bump maps? 
There is an index directory 



covering the full 
range of textures^ 
which makes hiirtting 
down the one you 
want much easier. 
However, the index 
doesn't include the 
objects. Some of the 
ob|ects are accompa- 
nied by an IFF or 
JPEG sample render 
in their directories; 
most aren't though. 
This means you need 
to quick render to 
really evaluate them properly. It 
would have been nice to have 
had a printed booklet showing 
all ihetexturea and innages but 
you can't expect everything;. 

This disc is almost as much 
fun to browse through as it is to 
use, 1 now know what a 



Mitsubishi Zero looks like, and 
the space directory is pretty 
much a history of the sci-fi 
movie. I'm not sure I could 
ever find it in me to render an 
NTSC monitor, but it's there if 
you want it. If you are a 
regular Imagine user, buying 
Imagine PD 3D could be the 
answer to a lot of wasted time 
and aggravation. 

Avoilable from: Weird 
Science, 1 Rowlandson 
Close, Leicsster, 
Leicestershire LE4 2Si. 
Tel: 0116 234 0682 
Price £ia.e5 plus £1 P-i-P. 





Multimedia 

Backdrops is a coir 
lection of 100 multi- 
media backdrops. If 
100 seems like a sur- 
prisingly small num- 
ber for one disk, it is 
because the back- 
drops are stored in 
IFF24, TAf^GA and 
TIFF formats for easy 
use on PCs and 
Macs as well as on 
Arriigas. The files are 
also stored in both 
NTSC and PAL reso- 
lutions at 752 by 430 
and 766 by &76 pix- 
els respectively 

There is no doubt that this is 
an easy CD to use. All the 
images are indexed in five pages 
of thumbnail copies for easy ref- 
erence, the indexes in all ttie 
above formats and JPEG too as 



an added bonus. The multi-format 
system means you can use the 
pictures straight off without any 
kind of file conversion, which 
some people will consider a real 
plus. As far as I am concerned. 



that is the 

problem with this disc. 

Given that each image 
is on this disk in Six different for- 
mats, it seems a bit like buying a 
sixth of 3 CD. Converting file for- 
mats is really not much of a prob- 
lem these days and this seems 
rather wasteful to me. 



The images are pretty much 
what you would expect: water 
ripples, carpets and brick pat- 
terns. The artwork is of a fairly 
high quality but a lot of it is, 
frankly, rather dull. There are 
better collections out 
there, and uriless the 
thought of file format con- 
version makes you break 
into a sweat, I would look 
for one of those. 

Available from: Weird 
Science, 1 Rowlandson 
Close, Leicester, 
Leicestershire LE4 2$E. 
Tel: 0116 234 0€S2 
Price £29. 9B plus £1 P-hP. 




fp. 



Aminet 14 



Another month,, another Aminet 
CD- This regulaf round up of all 
the best uploads to the official 
home of all things Amiga PD 
contains the usual eclectic mix- 
ture; 135Mb of mods, 2a8Mb of 
pics. 109Mb of business soft- 
ware and a few 100Mb more of 
assorted comms stuff, text files, 
utilities, games and demos. 

The cornpilers of the Aminet 
colleetiorj Hike to theme their 
discs.and this one is no excep- 
tion. It is a business special, with 
a full version of TgrboCalc v2.1, a 
German spreadsheet which 
Amiga fvlagic Pack purchasers 
will already Own, but for anyone 
looking for a spreadsheet, this is 
worth the price of entry alone, 
Although it doesn't have (he 
power of its bigger PC and Mac 
cousins, it is probably the most 
powerful spreadsheet package 
available for the Amiga. 
Alongside this is a cut-down 
demo version of v3,5j which 
promises to add a few more 
power functions and close the 
gap a little on what is available 
on the other platforms, 

The business section also 
contains a fair assortment of 



H5miHy3!NiyV?t',Sfti!a! 




demos of commercial releases 
and utilities, including, wonder of 
wonders, a patch to force 
Imagine to use the standard 
Workbench ASL requesters . 
There is a directory full of data- 
bases, mostly episode guides for 
trekkies and video collection cat- 
aloguers, but there ES also an 
electricity consumption database 
written in AmoS for the truly 
deranged amongst you. 

On the entertainment side, 
there is the usual assortment of 
pictures, animations, demos and 
music. The game difectory 
contains the inevitable Wornris 



Jjackdrops, which vary from the 
iaughable to the hysterical and a 
brave and intriguing attempt at ai 
n^ultiplayer PD Colonization done, 

I wouldn't say this was the 
most impressive Aminet collec- 
tion there has ever been, but the 
easy to use Amiga Guide front end 
gives you access to a library of 
software so large and varied, you 
are bound to find wonders in it. 



Available from: Weird 
Science, 1 Rowlandson 
Close, Leicestsrj 
Leicestershire LE4 2SE. 
Tel: 0116 234 0682 
Price £14.90 plus £1 P+t*. 




The Learning Curve 



650Mb doesn't seem 
so much when it is 
gobbled up by huge 
graphic and sound 
fi(es. When, as with 
this CD. the majority 
of it is text, you 
realise how much it 
really is. Frankly the 
amount on this disc 
is breathtaking. If you 
ever get stranded on 
a desert island with 
only one CD, I recom- 
mend you take this 
one. 

The Learning 
Curve claims to be 
educational software; 
it is more like a small library. It is 
organised into subject areas from 
aircraft to science (no zoology?), 
each area containing a wealth of 
text files, graphics or utilities. For 
instance, under philosophy/mod- 
ern I found directories covering 
Abbott to Voltaire, and these are 
no brief overviews, Under Voltaire 
is the complete text of Candide, 
and under Abbot is the whole of 
Flatland. In the section entitled 




'religions' 1 found the Egyptian 
book of the dead, which I have 
been after for ages, a^nd the com- 
plete works of Shakespeare are 
bound to be useful. 

If the collection of literature 
and philosophy isn't to your 
taste, you can try the science 
section and learn how engines 
work or what the stars looked 
like the day you were born, For 
the more bloodthirsty the aircraft 



directory contains 
specifications and 
diagrams of all the 
weaponry used in the 
Gulf War and a lovely 
anim of a Russian Mig 
aircraft crashing at the 
Paris Airshow. 

Being an arty type, I rushed 
off to explore the art directory. It 
was well supplied with PD and 
shareware paint packages, fractal 
sohtware and stereogram genera- 
tors and includes the wonderful 
Minimorph. The classic art direc- 
tory was the only real disappoint- 
ment. Although the pics were 
well digitised, the selection 
of the Mona Lisa, a Constable 



collage and a rogues 
gallery of impression- 
ism was uninspired. 
The Learning Curve is 
meant to be for 
adults as well as chil- 
dren; apart from the 
junior education 
directory it is an ency- 
clopedia resource, 
not an educational 
tool, Although the 
junior education directory con- 
tains plenty of nice little educa- 
tional games and tools, if you do 
buy this CD for your kids ihey 
probabiy won't learn much - 
you'll he far to busy playing with 
it to let them have a go. 

Available from: Weird 
SciencSr 1 Rowflanctsctn 
Close, Leicester, 
Leicastershire LE4 2SE, 
Tel: 0116 234 0682 
Price £19.95 plus £1 P+P. 




II 





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OQ 



CU Amiga Magazine wishes Its 
readers a very merry Christmas 
We've got a cracicing tutorial 
section as our last one 
of the year. So enjoy, 



78 liTiagitie 4.0 



We kick off a new series on our fabulous Imagine 4 cover disk 
this month with a look at the new features included since 3.0. 



84 Wired Worid 



How tti create tables In a readable form on v*'"'' Vieb site is the next 
installment of our ongoing «omms tiitortal. 



Net GcxI 



Never stuck for an opinion on any miatter. Net God has something to 
sav about gii/ing shareware authors their dues. 

87 Ultimate Amiga Quiz 




tua^fi 



Think you know about the Amiga? Prove it and win a ma$eiue goodie |tSL 
bag full of e^xclusive and obscure Amiga prizesi 



88 Sound i^ab 



Digital Compact Cassette, or DCC, gats a thorough test this month in 
a Sound Lab special report. Digital mastering for £2497 Yes please! 



ilMAOBLLAN 



mi~r:C>*lt^ 






JBL 



IViasterclass 



James Dean, Marilvn Monrqe, Martin Luther King war? all great icons 
gf the gentury. Find out about the unsung icons of your Workbench 



Mat and Tony don th^ir woolly thinking caps {for some extra warmth) 
to answer your questions on ah things Amiga. 



al Him*- 



UltkH4>«ui (rrtjvtl) 



4Jt2 

H1U4« 



^c^ 




1 01 FAQ. 




Gat those grey matter cells working overtima and try a little 
programming in Assembly. 



.Uw.J 



Hmfflii!iin.jit.g 



76 Art Gallery 

" ' *"iristmassv feel to it, just to get you in the 

festive spirit. And there are plenty of other top notch pieces of art as well. 

1 OO Points of View 

More informed and inflamed opimon pieces from the staff at CU Amiga Magazine Tony. Mat ^ 
and Lisa let off some steam. 

102 Baclccliat ^ 

Barclays Bank gives the Amiga a plug an<.\ we kick off our shopwateh Ji&ting, If you want to 
send any entries for the listing please fill out the form on page 1 03. "^^ 













^ 



ARTGAUtfT 






.0".. 



J^ 





Mh 



A. ±^ 



Festive art, tKat's what 
we need this time of 
year. See right for 
proof. Ahh, doesn't it 
just maice you feel ail 
warm and cosy inside? 




Artist: These two images are from Brainstorm Multimedia (tel: 01732 844307), Mark Rouls* and Andy Price, wlio have 
beon creating art and mueic on the Amiga for six years. Amiga: A 1200, 6Mb RAM, 80Mb HD Software: DPairttS 




MTSAUilT 



^j^^ 



,^30^2 



■•-••^ 



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at 




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Artist: Mark Sheeky, Chsshirfli 
Amiga: A 1200/030 



Software: Imagine 4 



S 





Imagine 4.0 




Vou'v9 got 
the cover disk 
and read the 
feature. Now 
it'$ time for you to 
learn how to use the 
best rendering program 
give-away ever. 

Imagine is one of the most powerful 
image rendering systems available. The 
version given away on this month's 
cover disk includes brand new features 
whicli add whole new wrays of creating 
images. Nothing on tlie Amiga, except per- 
haps the professional level package 
LightWave, can get close. 

Over the next few months we'll be 
explaininig what these new features are, 
how they work and how you can use them to 
their best advantage in your own projects, 
Whenever possible, we'll include some 
examples on the cover disk or CD-ROM so 
you can try them out for yourself. 

As Imagine 4 works much the same way 
as previous versions,, you can safely refer to 
the tutoriaiis in previous issues for any extra 
help that you may need (Imagine 3 tutorials 
ran from January 96 to November 96). 

Also, we'll hopefully be putting these 
tutorials onto a forthcoming CD-ROM cover 
disk in HTML format for easy access and to 
save time having to relocate all the old 
issues of CU Amiga Magazine that they 
appeared m. 

New AGA modes 

Support for AGA screen modos is one 
obvious nqw improvement in Imagjrie 4 (as 
well as some support for larger screen 
modes used by grapNcs cards). Most impor- 
tantly, this allows an editor display of 2&6 
on-screen colours and this enables testtures 
and attributes to be test-rendered before you 
apply thenn. 

If you have a reasor»ably fast AGA Amiga 
(i.e. an A1200 with a 030 or better, or an 
A4000)then you should try this graphics 
mode as it will help you get a feel for 
how the attributes worL There is a pay-off in 
terms of speed hut it's worth it especially 
when you are getting to know how the 
program works. 




nttritiutes R«-^u«st«f^ 

ObiBct : 



Color- 
R«f loct 
Ft Itor 
Specular 

Ref T* . I nd^K 
Ft»9 Length 

** Phong 



Hardness 

Sh in in«&s 
Br l9titrt«$fr 





Textur-es.y'Brushes 



Livht 



i IMo 



Dup 

Drop 

D isab te 

Prior Itv 



Noise Biinp 

Morn Uein Texture 



aR«nd:«r 
OK 



bounding Box CLuick Cdqes- 

Load Save Carftc 



el 



A iMllilK 4- can to* ^nrJIiN Ittllrtt Hd lIliibilE! ht ysii. Ihis unis ■ Imt ■( Uma n ifH dai't a^i tn ^rf«i^ m tMlkt timiAftWitl X9 H« 

hImI h eAecl \*9ki lite. 



To make sure your Imagine is running in 
256 colour mode, you'll have to go to the 
Preferences editor. You'll need to make sure 
the following are set properly: 



Mnemonic 


Value 




USM 
S25S 

ms 

f 

.* _ 




UsaA(G)A£lJpset if available 

flunGUiv^SDIinBgJie in 
2BEi colour fliode £= 

Show real-tin« grey X 
scale image ^ 

Imiifiae screen wiihh fl=64d 



With these settings saved, quit and restart 
Imagine. When you go to the Detail editor and 
adjust an attribute, you should see a new 256 

colour preview. 

Blobbing out 

Blob modelling is a new feature to Imagine 
4. Creatiing realistic organic shapes has 
always been tricky in rendering programs but 
Imagine tries to make it easier by introducing 
the concept of blobs. 

A blob is a group of spheres, with a 
special skin applied to them to join them up. 
Think of some marbles inside a balloon with 
the rubber stretched in all directions by the 
marbles. If you can manage to picture this, 
not only do you have a very overactive 



imagination but youVe sussed out blobs. 
Before we go any further, it's essential 

that you understand the difference between 
the two different types of Sphere which 
Imagine uses. There's the Sphere which is 
added when you use the Add Primitive 
option [F5) and there is the Sphere which is 
added when you use the Object menu option 
Add Sphere. 

The Sphere added via the Primitive menu 
is an object constructed from facets which 
behaves a lot like a Sphere. In fact, if you 
don't look too closely, the object created 
with the default settings is often perfectly 
acceptable, However, joom in a little and you 
start to see that the outline is composed of a 
series of straight lines and isn't a perfect 
sphere at all. 

Vou can adjust the number of edges and 
points when creating the sphere object, and 
eventually you'll get to the point when it 
looks good enough. The bad news is that the 
more points and faces you add, the more 
memory is consumed and the longer the ren- 
der linies become. 

To help counter this problem, Imagine 
offers another Sphere; the perfect or CSG 
Sphere. Although this sphere looks like any 
other in the editor views, it's entirely differ- 
ent. When it comes to rendering. Imagine 
knows that it is a perfect sphere {and not an 
object which happens to look like one} and 
treats it accordingly As a result, the CSG 



m 



TUTORIAL 





A, n* BUft ■■ Ai Itft HM na^Bnri ii ScmKh ■•<•, Ikt iai|t •■ At ri)llt wb Rut Triicci, N»tic« how the curvstiira n( Hie pUail chlain 

{tbtm ■■ BiiiiAai ln«l|i «■! fai iIb unti tarlacH h iitflrii| (hch hhhi Ae iimin 



Sphere is rendered a lot more quickly and 
takes mp less memory. 

So why use the other sort of Sphere at all? 
The CSG Sphere has some severe limitations- 
First of ad, it cannot have its shape altered. 
YoLi cannot squeeze or stretch it: if you 
did, it wouldn't be a sphere any more and 
30 Imagine couldn't use its short cuts 
when rendering. 

Secondly, when rendefirg in Scanline 
mode, the special Sphere rules cannot be 
applied and the CSG sphere is automatically 
converted back into a facet-based object. 

For exarmple, say you want to create a 
planet for a space animation. Vou use the 
CSG Sphere, apply some texlures and place 
in the middle of a starfield. You then create a 
spacecraft and have it fly past the planet. 

If you render the scene in Ray Trace 
mode, even,fthing will look fine. The planet 
will have a smoothly curved surface. 
However, use the faster Scanline mode, and 



CSCSphHE 

H's a perfect sphere 

j*' 

Ims a smaK amwm. oi mmtny 

Caanot be ■tiefed 

GaHot be edited as poiHU/tiees 


Umited If the nimlsf 

of points 

■■■ : 

Uses memerf 

depeflding on poiitl 

Cwa lie restopad. 

C»n have poiifb/fKn'^ 
mmd fn deleteil 


lexers perfectly in Raf Tnca 


Obvwas beets ia all 
render modes 



the tjmb of the planet will look as if it's been 
constructed from straight lines (because 
it has}. 

Imagine 4 helps a bit and allows you to 
control the number of points used when a 
CSG Sphere is rendered in Scanfine mode, 
you go to the Preferences editor. you1l find 
an option called! SPHP Increase this number, 
and the Sphere will appear smoother. 

A load of spheres 

The point of this, is that Blobs can only be 
constructed from CSG Spheires and no other 
object. Wi^h that out of the way, it's time to 
create some blobs. Starting a new project in 
the Detail editor, add three Spheres using the 
Object menu item Add Sphere. It's just as 
easy to add one sphere, and then Copy and 
Paste. Arrange them as in the first picture 
just below the eight o^amples of different 
attributes shown right. Once you've selected 
a blob you can now use the Blob options. 
There are three options at the bottom of the 
object menu which are as follows: 

Generate mesh 

Tnis creates the skin which joins the spheres 
together, creating the blob. 

Blob Attributes 

This allows the blob to befinetunenJ (!} by 

adjusting the detail in the mesh, and the 
strength of the attraction between them. Think 
of the how the marbles in the balloon can 
stretch the rubber tightly or not so tightly. 



s 


^^B' 


D 


i 








^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 















A Nnw sckd itirm i\\ audi us i: the Slltst ItKli t« Srvi)] thcm jll logRther Tni'll aee j lin« appur jmiiil 



A niiEn TDU iilKl GtHtal* M«Il tll« Uml) will Ih enaltt. Yh hi « H At vtttt^t irnmBdiiall^ ■ I 



t»t6t\ui nwtid ¥ ¥ > 




TUTORIAL 



WBB 



m^^^g^im^^^ 



^SM 



How to make your ciwn starfield 

We had a few requests regarding tne 'Create your own Starfield' project in 
tlie November issue of CU Amiga Magazine, There appears to be a^ problem 
assigning an Axis object to a Spliere and using that as the path. If you 
remember, thts spherical path was then used as a way of scattering lots of 
snnaller star objects around- Here's a sirrpler way to achieve exactly the same 
effect, and doesn't require any of that Axis business. Remember to start off 
with smaN numbers of stars (say, 50) unless yoti have a lot of memory (say, 3Mb 
or morej. 

Create a small, bright, object as youf star, Use the Cone primitive to create a 
tiny pyramid object with four sides, Create a large sphere object. If you have 
tots of memory, up the number of points used to define the circle. Stick with the 
details for the time being. 

Select the staf object and use Mold:j'Replicate. Now enter the name of the 
targe sphere as a path (you won't be able to do this until you click in the Along 
path' box. You can now enter the number of stars, and play with the scaling and 
rotation values. Delete the original sphere. And that's iti 



Pftrsp Mesh Den 

This is the detail required to show the mesh 
in the perspective window, It doesn't alter 
how the blobs will actually appear 

Advanced features 

Remember you can make objects follow 
paths and paths can be made to trace out 

very complicated shapes. Before you gel all 
excited about the bizarrely-shaped blobs, 
bare in mind that blobs can only be based on 
CSG spheres and only non-CSG spheres can 
be made to follow paths. Bummer, 

If you want to construct complicated 
shapes and blob-ify them, you'll have to place 
themi all manually. 

Note that you can stretch the distance 
between blobs., and with a iittle tinkering with 
the various settlings, you can create some 
interesting shapes. 

General materials 

The key to successful rendering is to under- 
stand how your image rendering program 
deals with various materials. No matte*" the 
type of scene you are creating or how 
accurate the objects which appear in it, if the 
materials used looks false, the entire scene 
can be spoilt. 

All rendering programs allow fine-tuning of 
the appearance of objects througih several 
different attributes. These attributes control 
how the object effects the light around tt. A 
glass object for example, will reflect some 
light (glass is reflective) but also let light pass 
through it (glass is transparent). Glass will 
also cause the light to be bent as it passes 
through it (glass has a refractive index). The 
glass itself may be coloured, and it may 
have a rough or a smooth surface. 

By altering the value of all these parame- 
ters you can create exactly the type of glass 
you want: in fact, by playing with these para- 
meters you can create a huge variety of 
materials. The key parameters are as follows: 

Colour 

The most obvious parameter As you would 
expect, this defines the base colour of the 
object, nevertheless the colour of the object 
in the final render will depend on the colour 
of any lights illuminating the scene, as well 
as other object attributes. 



Bright 

Some programs allow objects to 
be 'bright', which means they are 
unaffected by any lighting in the 
scene. A bright object will not Ije 
shaded, and will always be visible 
even if there are no light sources. However, 
this doesn't necessarily mean they are light 
sources themselves. Bright objects are useful 
for adding detail: for example, a large space 
ship may have lots of windows on it's sur- 
face and these could be quickly made from 
small bright rectangles. 

Light source 

Sometimes an object can be turned into a 
light source, whiich means it can illuminate 
other objects. The colour of the object rnay 
affect the colour of the light it emits. 

Transparency (filtdr} 

A measure of how much light an object lets 
pass through it. f\4ost objects will be 0% 
transparent, i.e, opaque, However, glass and 
water are 90% or more transparent, Most 
programs let you control transparency for 
each colour separately. 

For example, a piece of blue glass will let 
only blue light though, and will block red and 
green light. Transparency is one setting which 
will greatly increase render times. It may 
require a full Ray Trace to be seen properly 

Fog (turbulence} 

Not all transparent objects let light pass 
through as clearly as a glass window. 
Think of a thin piece of tissue paper, or even 
frosted glass. This setting allows you to define 
how the light is disrupted as it passes through 
the object. It's useful to make effects such as 
fog, or to make visible laser beams, 

Phong 

This is a shading characteristic (there is 
another less used technique called Gourad 
shading). An object such as a sphere will 
benefit from Phong shading, as it will smooth 
all the edges. However, a cube object won't 
as it needs to have crisply defined edges. 

Reflectivity 

A object can reflect light to varying degrees, 
A mirror will reflect close to 100% of the light 




inrfiaU D4iaci Hlicli iiwHJiti m4 pim pnptHr. 



Which is incident upon it,- The surface of a 
swimming pool, or a highly polished desk v. 
also reflect light. The colour of the reflected 
light depends on the colour of the light inci- 
dent and the colour ol the object. This is 
another attribute which greatly increases 
rendering times. 

Specularity and hardnees 

Objects which are smooth and hard will havr 
a small dot of reflected light on them: the 
size of the spot depends on the hardness 0' 
the object- 

This is quite a subtle effect, but when yc^ 
experiment with the settings you soon see 
the difference it can make. It's these values 
which enable you to tell the difference 
between a ping pong ball and a snooker bad 

Refractive index 

As light passes through an object which is 
more dense than the air around it, it Is 
bent, This is how lenses work and why the 
bottom of a swimming pool looks closer tha- 
it actually is. 

Most rendering packages will attempt tc 
copy this effect, by allowing the refractive 
index of a material to be altered. An index o* 
one means that the light is not bent. It only 
takes slight variation to obtain realistic glass 
or water 

Roughness 

Some programs allow the surface of an 
object to be rough and scatter light upon it 
This effect is best teft to textures though, 
especially if the object is too animated, ■ 
John Kennedy 



Whatever 

Thst'a it for our first tutorial on thii 
great package that you'll find on this 
month'^s cover disk. Next month we'll 
be looking v% textures and brushma|» 
Out generic 3D rendering »oriai will 
Bl|^r«umHth^n. _,^^ 



1 




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Wired World 

Steaming on with some more advanced HTIVIL 
techniques, we get started with the tricicv 
subject of 'tables'; how to create them and 
how to get them loolcing all neat and tidy- 



Price lists, inventories, resuits and 
tables are tricky enough to get up and 
running on your Web site, let alone try- 
ing to get them looking good, It's 
especially hard when you are using 
HTML as it's difficult to decipher exactly which 
bit of text should go where. To make things 
easier and without resorting to the <PRE> 
statement for pre-fornnatted text, we are going 
to need some sort of text formatting and GUI 
elements to box out the tesd items to get it 
working and looking all right. However, this 
would be impossible to do even if we used 
lots of in -lined pictures. Few if an'^ browsers 
couJd be coaxed into displaying the page as it 
was intended. Entof the HTML 3 standard of 
'tables' to solve this problem. Though this fs 
even more complex than Forms, thatikfully the 
sirnple elements oan be graspdd quickly. 

Currently tables are not supported by all 
the browsers. iBrowse supports tables in 
both the demo and connnnercial versions 
whereas only the commercial version, not the 
demo, of AWeb 2.1 supports tables. Sadly, 
the freeware browsers. Voyager and 
AMosaic, do not support tables. The author 
of Voyager hints, though, that a forthcomirtg 
commercial version may do so in the future. 

Borderline 

There are two main modes for tables. You 
can either have a GUI border around the 'ele- 
ments' or not, To start off a table you must 
use the <TABLE> tag. So, depending on 
whether you want a GUI border or not you 
would use either the <TABLE> or <TAeLE 
BORDER> tag. You' can also align your table 
using the ALfGN attribute: ie <TABLE BOR- 
DER ALIGM= centre >, though I Browse seem'S 
to ignore this. 

To begin, let's try creating a simple table. 
Say we wanted to implement a table of lead- 
ing Amiga browsers' features. Here's sonne 



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example HTML code of how we'd do it; (-* 
means do not enter a return here.) 

^LCkffT'lOS>CoaI0a.T±^oa. of Amiga ** 
brovBQf ■< /CAPrlOH> 

<TR><TH><TH>IBi:cWH«<rE>JlH*b diflWO 
<TB>Tftbl « ■ < TO> ¥*■ <TH>IilQ <TB > Ye p <( TH>Nd 

Links <TB>EIO 

<Tn>HtTI <TU>Tm <Ta>So< TH>Hb<TK>Ya ■ 
<TR>I4eiww <<ra»Ho <Til>fto <TS>iaa <'FK>Yaa 

<Tn>Prcpglaad<TB>Y*B<TR>Ho£TH>Nci -+ 

<TH>No 

Right now it might all look like voodoo but 
in 3 moment all will become more clear, The 
first 'TABLE' tag has a new attribute called 
WIOTH' which specifies how much screen 
space, in percentage terms, the table will 
take up. For examiple, if the table was to be 
positioned to the left or right of an image rt 



would then represent the fraction of the 

remaining screen space. 

The ALIGN-!=^ centre command places the 
table in the centre of the screen and BOR- 
DER turns on the GUI draw functions. 
Unfortunately, IBrowse seems to ignore the 
ALIGN attribute inside the TABLE tag so the 
table will always be left justified. 

Next, there's the optional <CAPTION> tag 
which simply pjaces text at the top of the 
table, which will run along the width of the 
table until you place A </CAPTION> to 
terminate ft. 

Columns and rows 

Now we come to the meat of ttie matter: the 
<TR> tags, which stand for Table Rows, 
When one is specified, the following state- 
ments apply to the next row of the table. Our 
first Row is a list of browsers. 

In order to be able to read the table correct- 
ly we need leave the first 'cell' blank. To do 
thia,..weVe put in an extra two <TH> tags. 



84 






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the first one of which has no text and so will 
be emptv, 

So we move on tlirough ail of the cells on 
that row with the <TH> tag and a name of a 
browser. There's no limit to the ceils we can 
have BUT remember there will be as many 
'Columns' for the entire table as the largest 
amount of cells you specify on the longest 
row. We are using fi^/e ooluirins here and mov- 
ing on to the next row with the next <:TR> 
tag, we set up the features of the browsers 
one by one. 

After each feature, we specify a <TH> to 
move to the next coiumri and ari entry fOr the 
browsers in each rovv. For example, the sec- 
ond row is tables and it has IBrowse in the 
second column so we place Yes after the first 
<TH>, This formula continues to the end of 
the table where we finish it off with a 
<,^ABLE> terminator, 

What may not be instantly apparent is how 
the table is actually drawn up. This is done 
quite easily, the browser examines the entire 
table and finds the number of columns, It then 
makes each column wide enough to house 
the longest text string in any row. This width 
will then be used for every row. 

The browser will also most likely choose a 
font size which will best fit the boxes defined. 
One important thing to remember is that 
these kinds of tables can't be displayed until 
the entire page is downloaded (not the pic- 
tures) so to save time don't make your table 
too large, 

Ramova the bordar 

Now to tfy something different. Take that 
HTML code and remove the BORDER state- 
ment from the <TABLE> tag at the start. 
Reload in your browser and voil^l We have no 
boxes around the cells at all but the text 
remains in exactly the same position. This is 
extremely useful when the need arises to justi- 
fy text in a particular way. Small in-line images 
could also be included as bullet points or but- 
tons etc, The text in the ceffs can also be 
made info HREF links. 

We need limited cells to occupy a single 
column and row at a time. There's special 
COLS PAN and ROWS PAN attributes to do this 
as they can be enclosed inside the <TH> tag 
to expand a cell's size. Mere we partition off 
'IBrowse' and "AWeb' across two cells and 
include 'Commercial' and 'Demo' underneath. 
This replaces the first <;TR> line in the previ- 
ous example with these two; 
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Note that we've expanded the columns to 
six now and so an extra <TH> needs to be 
added onto the following <TR> tags, The trick 
here is the <THR0WSPAN=2> which has 
made the top left blank cell two rows deep. It's 
assumed to be there on the next <TR> line so 
we don't add a <TH> for it, .Also because the 
IBrowse and AWeb headings have two cells 
underneath, we must also make them two 
columns wide and for this we use <TH 
C0LSPAN=2>, We do the same for Voyager. 

Assumed cell 

The secO'nd line now has an assumes* cell 

{which could have contained text on two lines 
if there was a <BR>) and then has the next 
headings defined across as normal only this 
time they fit underneath the above headings 
which are two columns wide. Once defined, 
we can change the look of the table by using 
a special option to the BORDER attribute. 
Inside the TABLE tag, BORDER can be 
made equal to a width of the border, 
Normally it's a simple line but if we were to 
do <TABLE B0flDER'^5> suddenly a nice 
bevelled edge appears around the table five 
pixels wide. It certainly draws attention to the 
table which is great for price lists e The follow- 
ing is an example: 

<TliSLZ WIDTH-" 5 0^' AUOei-c* 
BORSER"5> 



<CAPTIOH^<HJ2>PEiC* liat fOE -* 

BTtrntmrm plua Hi ■ni</H3>< /CAPTIOUS 
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<Ta>iM*h 2. l^TH>voy&gflr 
<:TR liItI.atlmxight,>3tmxiamrA<TB> •* 

£39 . 3i<1fH>FE«»<TH>£39 . 95<TH>Fr** 
<TR ALIGN- rlHht>Wlth HtJI<TH> -* 

+£lS.O0<TH>Hcit naad<TH>llot ** 

naAd^Tn^-tClS .00 

<TS>*t2S.O0 

<yHl></B><TH>C69.9S<TH>£3S.0l} *+ 
<TH>£fi4 . 9S'<Tn>£35 .00 
</ TABLED 

We've thrown in a few tricks here, firstly 
our B0RDER = 5 attribute to TABLE which 
adds something extra to our table. Then 
notice the addition of a <:H2> heading size 
inside < CAPTION > where we've made a larg- 
er table heading. Next we've right justified all 
of the far left cells with an ALIGM aright 
attribute inside the first <TR> tags on each 
row and finally, the Total is made bold. We 
can use style tags but not headings or font 
sizes inside tables. ■ 
Mat Bettinson 



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ever next? 

Next ifiontli, we'll took at creating I 

some dynamic and attractive pagas by | 
combining tables (with no framei) with ! 
our previous techniques to achieve e • 
special lay-out. Drop me an Email to 
mat@mats.nat if tiiere's lome wab 
secrets in particular you'd like revealed 
as it's time to put thase taehniquas 
to practice. Until next time. 



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Net God speaks 

Wfiat's going to be 
in your Cliristtnas 
stocking this y«ar? 1 
won't put in print 
what I'd lik« in mine. 
But while we mH wait 
in eager anticipation 
spare a little thought 
for shareware authors. 
I'm saying this beoaruse 
I've ncstioed a disturb- 
ing detno^opping 
trend amongst 
&harewara users lately, 
For example, one guy 
reoently commented 
on the IRC, "1 only 
moved to AWeb 
because my I Browse 
demo timed out.** This 
Is not on. Need we 
remind himi that there 
wouldn't be the 
excellent davelopnnerrt 
of Internet applica-> 
tions that we have 
today if this attitude 
was the common one? 
We all have some 
essential shareware 
lying at the heart of 
our system so vvhy 
not scribble a cheque 
to the author(s) and 
give tbem a little 
something for 
Christmas? They 
deserve a reward for 
the work they've done 
in the past and 
hopefully this will 
encourage them to 
continue any of their 
planned new develop- 
ments for the future. 
UKImately what I am 
saying Is to wish them 
a Merry Christmas as I 
do to you. 



I 
I 




potential security risk, ARCnet is on the 
IRC and version 2.1 of AWeb is liere. 



ARCnet movsi to IRC 

The only Amiga-run IRC network, 
ARCnet, is now accessible via 
the IRC. 

ARC has always run qn a pro- 
prietary system written by prolific 
Amiga internet prog ram msf, 
Oliver Wagner, However, standard 
IRC clients found it difficult to use 
■.vf>en they tried to connect via a 
built-in hack. To solve this prob- 
lem Mr Wagner has ported the 
Undernet IRC server to run on the 
Amiga so that ARCnet can con- 
nect to an existing network of 
Undernet servers. As before, the 
bulk of the Amiga users hang out 
in channel #Main but this time it 
nnay be accessed via ire. me n- 
tasm.com port 6667. 

ARCnet is growing increasingly 
popular now so why not pop this 
site into yoLir If^C client and drop 
in for yourself but don't be sur- 
prised if everyone has channel 
3perator's status. 

AmiTCP 4.a ■acurtty flaw 

AmiTCP 4.k's built-in finger dae- 
mon ser^fer which returns informa- 
tion about the user's system has 
a serious flaw in it m/hich could 
prove to be a major sacurity risk. 
A knowledgeable hacker could 
easily run commands on your 
machine remotely via an unfortu- 
nate 'back door' in the s-er^er . 

Thankfully, it's easily remedied 
by editing the file Amitcpidb/ 
inetd.conf. In this configuration 
file there will be a line which 
starts with 'finger'. Remove this 
line and resave the text file and 
your systenn is now secure. Be 
warned though, other popular 
daemons such as FTP daemons 
have also been revealed to be 
easily crashed by hackers so 
run at vow own peril. Users of 



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AmiTCP 3.0 and Miami need 
not worry about finger but the 
same warning applies to third 
party daemons adding to their 
inetd configuration, 

Atntga wab itider announced 

The Amiga's first web site search 
engine, amiCrawler, will be 
replaced this month by amiSpider, 
the Amiga's first search spider. 
New features include faster 
searches which will include dis- 
playing more relevant nnatcheS 
first, indexing of every word of 
every page, allowing searches 
such as 'browser comparison' etc. 
It will also feature the largest 
Amiga-only database of Amiga 
sites, using spider capabilities 
allowing an entire site to be 




ae 



I 



A AmiSpHitr, At Jlmigj'^ ftrsl search tifiitr UtUi il li tjkE amiCrtwtltl '« f lice, AimChhIh fttt Hit 
Ani|*'s firti M«k file search enilne. 



indexed just fey providing the 
home URL. AmiSpider will also 
determine when a link is no longSf 

valid and automatically remove it 
from the database. The site can 
be visited at http://www.ami- 
orawler.com/spidOf/. 

AWEb-il v2.1 UtidataT 

AmiTfix Development has 
announced the release of version 
2.1 of the popular WWW browser 
AWeb' by Yvon Rozijn. The 
update, which is free to cus- 
tomers that have purchased the 
v2.0 package, is now available 
from their web page at 
http://www.networkx.com/amitrix. 

AmiTrix would also like to apol- 
ogise for the delay in making the 
update available, but illness and 
some last minute changes made it 
un-avoidable. 

There will be v2.1 AWeb-ll 
packages ready for shipping to 
new customers by the time you 
read this, AWeb-ll v2.1 costs 
£39,95 and is available from 
Blittersoft on 01901 261466. ■ 




S<» V<>u think you know about 
the Amiga? Prove it I 



Games 



1- Which classic Amiga game frorti 
Cinemaware features battles 
between the Sawns and Normans? 



The Ultimate Amiga 
Trainspotter Quiz 

VUelcom« to The Ultimate Amiga Trainspottar OwiKl In a bid to find our mwt Amiga-wlsa 
raadftr we've eompiJed thia compatitlon qui^ and amassed a tempting gaodie bag of Amiga 
raritiaa and collector's items as a unique prize for the winner. Thia cornucoprp wiH mcluda: . 
box of Commodore matches, an Amiga Technologie* mug, a framed 'Cover of the Month 
from QU Amioa Wagaiine December Td94. a complete set of CU Amiga CUCD-ROMs an 
isaua of CU Amiga Magazine signed by the team, some obscure old games, an ongmal ins 
proof of the latest CU Amiga Magazine cover, lots of CU Amiga Magaime mini-books and 
some good stuff too that's bound to amaze and amuse your friends. All aboard! 



fMiscdllaneous 



development and manufacturing of would this tell you about that 

" ttieAlOOO from, which company? particular file? ,_ ^rv ^ ^ nr^tt 

21. Name the 3D rendered CD32 

2. Name the main P™gramiiner ^^^ ^^^ ^i,^ 

respor^^ible for Kick Off. K,ck . ___ ^,,,,,,i, Voyage, 

Off 2 and Goal! 

10. Name ttie man widely regard- __. . 

ed as the "Father of the Amiga" 

_ due to his development input- 17. What type of multitasking , _. ^ , .r-K 
, ^ anpq The Amiaa use> 22. What do the letters A(jA 

3. Which martial arts game ^^^^ ^^^ ^""'9^ ^^^' ^^^^^ ^^^.^ 

featured a secret hot key which ^ 

caused the combatarbts pants to ^ . 

'^ -■ IS. What is the maximum length 

1 1 . List all of the custom chips of a Fast Filing System f ilenan^e? 23. How many grooves are there 
_ in theAl20Owith female names. aimg the back edge of an A5O0? 



4. What form of light refreshment 
is being sofd by a bloke in the 
audience of Speedbali 2? 



S. Which cute Amiga platform 
game shares its name with a food 
consisting of fried potato, onion 
and cabbage? 



12. What is the clock, speed of Fat 
Agnus on an A5O0? 



19. The 'Right Amiga' key of cer- 
tain ABOOs is marked with a differ- 
ent symbol. What is this symbol? 



20. Name the n^an behind the 
original Re5o< language upon 
which ARexx is based. 



24. How many colours can be 

displayed simultaneously on a 
HAM-B screen? 



25. What does the 'CU' in CU 

Amiga Magazine stand for? 



6. What was unusual .about 
the inside of the original Amiga 
lOOO casing? 



7. In what year was the first 
Amiga put on sale to the public? 



8, Which major software 
developer supplied the origir«al 
Amiga BASIC for 1.3 Amigas? 



9. Commodore took over the 



13. Which B52s song titles are 
written on the motherboards of 
the ABOOand A1200? 



14. How large (in Kilobytes) is the 
Kickstart of a CD32? 



IS. In which chip is the RS232 

Serial UART housed? 



Systems 



16. If when listing a fife you 
saw the fiags -p-nw-d' what 



Your entry form 

To enter the competition, use this paga (or a photocopy) to 
answer as manv of the questions as you can and fill in your 
personal details. Entries can only bo sccepted in this form. 
The entrant with the most correct answers will be 
announced as the winner. In the case of a draw, one of the 
tied entrants will be pulled at random from a hat. 

In order to give overseas readers a chance, the closing 
date for entries is 30th January 1997. The winner will bo 
announced in the April 1997 issue of CU Amiga. Multiple 
entries will not be accepted. The editor's docision is final. 



Namo 



Address 



Postcode 



1 Telephone n umber . 

I ___-- _«_-- ^-J 



87 



Digital Compact 

Cassette 



Digital recording for £249 
sounds too good to be 
true. Could DCC be the 
ideal mastering forinat for 
sicint musicians? 



You've probably heard 
about DCC before. It was 
launched a few yeafs ago 
in an attempt to replace 
the old analogue 
cassette standard, 
bringing It up to date 
with clear> digital 
technology. For one 
reason or another It 
still hasn't nnade a 
dent in the home, car 
or portable hi-fi mar- 
kets, but neither has it 
gone away, Around the 
same time, Sony tried a 
similar thing with 
Mini Disc, a recordable 
nnagneto-optlcat format that 
looks like a miniaturised cross 
between a CD and floppy disk. 
Mini Disc failed on its first attempt 
too, but now both formats are 
attempting to make a comeback. 
While Mini Disc four-track 
Rortastudio-type recorders are now 
appearing for mtisicians with small 
studios and big budgets (prices 
start at around E900), DCC remains 
by far the cheapest entrance into 
digital mastering, 

F^lce is the key element in 
the favour of DCC as a digital mas- 
tering format. While the cost of 
industry standard DAT {Digital 
Audio Tape j recorders remains arti- 
ficially inflated to at least £500 for 
the cheapest unit, with an asking 
price of £249 DCC has a niche 
whether or not it eventually con- 
quers the hi-fi market. This article 
looks at DCC as a poterttial digital 
mastering solution for musictans 
on the tightest of budgets, 

The basics 

First of all then, let's take a 
look at DCC's basic principles 
and how it operates. It works by 
recording a digital signal onto 
magnetic tape. The incoming 



^-r 



■ Min4: Iks poftalile 

sound is sampled as a 44.1kHz 
18- bit waveform and then passed 
through a special kind of data 
compression in order to fit a rela- 
tively large amount of data onto 
a small amount of tape. This is a 
Mossy' compression method 
which removes parts of the 
sound that it thinks you won't 
notice. It's very efficient and so it 
only requires a fairly simple tape 
mechanism: (excluding the 
compression components!, 
unlike DAT which uses a mecha- 
nism that's very much like a 
miniature VCFt. 

DCC was designed to wean 
people off analogue cassette 
tape and has many similarities to 
the old format. Its cassettes are 
the same size as analogue tapes 
but have their own unique subtly 
different design which has a 
retractable metal cover that pro- 
tects the tape, rather like that on 
a floppy disk. DCC decks can 
also play analogue and DCC cas- 
settes but recordings can only be 





'^ 



made on 

DCC tapes. DCC 

tapes can also contain data 
for track markers and track titles 
to be displayed during playback. 
The documentation also says 
pre-recorded tapes can contain 
whole lyrics, although we didn't 
come across any. 

Is it an option? 

The major factor here is sound 
quality. Does it match up to DAT 
and is it good enough for profes- 
sional mastering? The short 
answer is yes for both, not that 
everyone wilt agree. Technically, 
the quality of recordings is not 
going to be as pure as DAT 
because of the compression 
method that discards certain 
parts of the sound, 

However, you would need very 
good ears and an absolutely 
crystal clear production system 
to tell the difference between a 
recording made on the two sys- 
tems. Looking at it realistically, 




DCC is more than capable of 

doing justice to your musical cre- 
ations. In most musician's set- 
ups there are bound to be other 
areas of production that intro- 
duce far more significant noise or 
colouration of the final sound 
(such as a noisy mixer, fuzzy 
effects, bad EQ and so on). 

Compensating for the com- 
pression, the sound is recorded 
at 18-bit resolution, which in 
effect gives you more headroom 
when making recordings from 
analogue sources (compared to 
recording at the 16-bit CD stan- 
dard). Due to a bit of a mess up 
with the operating system design 
this is particularly important, as 
setting optimum record levels is 
much harder than it should be. 
as we'll discuss shortly. But 
assuming you've got that 
covered, DCC maizes apparently 



SOUHDIAI 



DCC models: whafs on offer 

There era currantlv five main DCC models avaMable from 

Philips. Thay all offer a fairly flexible srrav of options. 

In addition to thos« lifted here, there's also a car stereo 

model available. The packages whi&h are shown below in the 

table are baaed on prices and deals offered by DCC distributor 

SRTL (tel: 01243 379 834}, A number of free DCC tapes are 

bundled with each of tha models. SRTL al*o do a few bundles mads up of various 

combinations of two different DCC dachs. 




Model Description 



Free tapes Price 



DCC730 

nam 



DGCITA 



DGC134 



FW68 



Hi-fi separate style record and plavback unit 
Identical to DCC730 except for restfled front panel 



Portable Walkman-strle record and plavliack unit 



Portable Walkman-style playback only unrt 



Mini hi-fi srstem ¥vHh speakers, CD, tuner 
and sililitiONal analogue tape deck 



Five 



Ten 
Five 



Three 



Ten 



WUm 



£249 



£279 



£249 



£150 



£399 



perfect copies, If you use 

either of the digital inputs (optical 
or coaxial) then this is ad 
done automatically. 

So It's fine as far as sound 
quality goes, but what if you're 
the only person you know wiio 
has a DCC machine? 

At the moment it wouldn't be 
much use sending out demos to 
record companies on DCC for the 
slnnple fact that hardly any will 
have a DCC machirte to plav 
them on. 

When It comes to getting your 
music put onto CD or vinyl you'll 
also have the problem that the 
cutting house are unlikely to have 
a DCC machine. In this case you 
would have to take your own 
machine, which may or may not 
be practical depending on which 
DCC model you hgve and how 
flexible the cutting house is. The 
portable recorder and playback 
units would obviousiy be more 
Suitable for this. 

Work it 

DCC tapes use an A and B side 
format with an auto-reverse 
mechanism to switch sides (l(ke 
a VCR there's only one way in 
which to insert the tape). Track 
markers can be inserted as and 
when you record each piece of 
music or you can put them in 
after you've made your irecoidlng. 
So for example, if you were 
recording a continuous live mix 
tape from two record decks In 
which one record fades into the 
next you could add markers 
on the tape once the mix 
was finished, Notes or track 



titles can also be added as and 
when required, 

Off the record 

Setting the recording level should 
be a very simple affair with a 
standard volume bar dispSay as 
used on most analogue tape 
decks and DATs. However, a 
rather co refusing dual numeric 
display is used instead. When set 
in record/pause mode with an 
incoming signal, the first number 
displayed is the continuous peak 
level, while the second number Is 
the amount of headroom you 
have left before the sound will 
clip due to overloading. Both 
measurements are given in 'dB'. 
While this must have sounded 
ven^ logical to the boffins who 
designed: the system, most peo- 
ple will find it very confusing. 
The dB scale can be tricky to 
understand and the manual 
makes little attempt to demystify 
it This will lead many to simply 
use the 'Over' indicator which 
appears whenever the incoming 
signal is too loud- 
Most other operations are fair- 
ly simple and straight forward, 
although the system does have a 
few quirks. Now and again (for 
whatever reason} the mechanism 
has a tendency to thrash around 
with a newly inserted tape, as if 
it's confused or maybe trying to 
get a grip on the iinformaiion on 
the tape. 

One discovery during our 
tests was that it's quite possible 
to buy 'bad' tapes that for one 
reason or another will not work 
on any DCC recorder. We had a 



brand new BASF 90 minute DCC 
cassette that refused to work on 
four different decks. While a 
poor quality blank tape will nor- 
mally still work on an analogue 
system, digital systems like 
things more cut and dried: either 
it works or it doesn't 

WhlcK DCC? 

Philips have made a fair attempt 
at producing a DCC machine to 
suit everyone. The DCC 730 is 
fine for anyone with a hi-fi sepa- 
rates system or a fiome studio 
set-up. Technically identical is the 
DCC 951 , which offers a new 
style front panel (and some extra 
blank tapes) for E30 more. If you 
want portability then there's the 
DCC 170, a robust metal-cased 
Walkman-type unit that offers the 
sam^e features as the 730. 

The playback-only DCC 134 is 
another portable option, but 
with the lack of commercial 



pre-recorded tapes this is onhf 
worth considering as a comple- 
ment to a non-portable DCC 
recorder. The FW 60 is a com- 
plete mini hi-fi system which 
comes complete with speakers. 
and integral amplifier, tuner, CO 
player and a dual tape deck in 
which one is DCC and the other 
is analogue. 

The verdict 

DCC may well become the hom© 
recording format of the future, 

but don't bank on it It's certainhif 
not happening as a format for 
pre-recorded music. Getting hotd 
of blank tapes could be a prob- 
lem. You won't find them In many 
high street shops although most 
good hi-fi and music shops will 
be able to order them for you. 
However, they are available from: 
the hi-fi chain store 'Richer 
Sounds, which has outlets all 
over the UK. 

Bearing these shortfalls in 
mind, It's really the £249 DCC730 
or DCC 170 which look the most 
attractive options. 

DAT is the ideal choice for 
anyone that can afford it but if 
you don't mind making a few 
compromises, DCC is well worth 
looking into at half the price. It 
has very little 'pose factor' 
beyond the realms of your hi-fi 
system and you might even have 
to put up with a bit of ridicule 
from ignorant members of the 
recording Industry. If that bothers 
you then forget it. However, it's 
recommended as a stepping 
stone to DAT. if it's the difference 
between getting your first record 
released or giving up and losing 
momentum due to lack of funds 
then It's got to be worth consid- 
ering. Even if you get a DAT soon 
after with your first royalty or 
advance cheque, the DCC can 
still be put to good use In your 
hi-fi stack. ■ 
Tony Morgan 




A Tkt ICCni at jmaa: l* iltlit Hmwrri 04 



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contmllier, through Altaptmer on Amiga 
500/500+ and possibly Amiga 1200 comes, 
with full I DE Fix softw'are • £59 



COTinexion New Ethernet Card 



IDE -60 60Mb hard drive ,.,..£55 

IDE-120 120Mb hard drive £79 

lDE-340 340Mb hard dri%'e ,....i;i20 

TDE-540 540Mb hard drive £150 



JOE 3,5 Hard Drives ! 



FORAMJOA 1M)0/30W/4<KW 

Featurest 

. 10Mbit Ethernetcard for MOOO/ 3000/4000 

• 16 Bit-Zorro-Bus Design - gives 
highest transfer rates while minimising 
CPU load ,,.e ^185 



Speakers 



IDE-540 540Mb hard drive ,.£129 

IDE-S40 S40Mb hard drive £1 30 

IDE-l.OG l.OGig hard drive £175 

IDE-1.3G 1.3Gig hard drive ill 79 

IDE1,7G l.ZCig hard drive £195 

lDE-2.lG2.lGig hard drive ,...£239 



Juantum 850m 

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Quantum 1.7Gig 

3.5" HD ., X 

Quanlnim 2.1 Gig 

3,5" HD .......*«»■ ....»A.*oU 

2,5" IDE 60Mb | 

Hard Drive..., .......,X55 

2.5" IDE 340Mb 

Hard Drive ...£120 

2.5" WD 540Mb 

Hard Drive ....,.*, — £129 



Multi Media Speakers 

25 watt (pmpi.>) ., ..,,.,. £2y.as 

Multi Media Speakers 

100 watt (pmpo) ,-■-'. ■ £39 ,y^ 

Mtiili Media Speakers 

240 wart (pmpo) -■■- ..,£49.95 

Multi Media Speakers 

3aflw4tt (pmpol* , £59.95 

* iD surrot*n4 sound 




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DD floppy disks tSO) 

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2Mb SIMMS £30.00 

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CD CUANEU ' 1/2 FIOCE 

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AaiomatiL- CD Rom Cleaner onuterj ftwm^) 
Laser Lens Cleaner ....,,,.■- 



Viper Bn.trd At230 33MH?.wnth 16Mb 
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« Speed t'I> Rom Drive for 

AI20O/A60O -i'lS*^ 

Mij^raph^ Multip;iss OCR .Softw^irc 
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.,£3.00 
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A1220 APOLLO 

.Ajccelcrator Board + 4Mb ... 

A1330V1PHR 

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A1230 VIPER ^ ,„^,„,^ 
Accelerator Board + 4Mb 33MHz 

A1230 VIPER 

Aecclcratuf Board + RMb 33MHz 



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THE BEST VALUE FOR MONEY PACKAGE IN THE 

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Smarianna masters on 

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DB^iitsMD ^ULiLVUJUji^iL ^UFI'^J^^lB, ^'/ U^\m 

nuTAli.-. ...^itB 7iWJ IDUri t^Oi'ii?Ul^P^ lY/JUZB ? 
Have you ever dreamed of creating your very own Public Domain or 
Commercial software products wltliout having to program? 

Weii now it is no ionger a dream - it's REAUTY! 



Screenshots ol Barnes created with REALITY 



REAUTY - TVIE ULTWATE SQFTWAflE CONSTRUCmON KTI iS 

a R EVOLUTION AI=(V new product from B-P.M. 
Promotions, a company involved in ttie AMIGA soft- 
ware maTket lof over five years. Tl^is product is a 
BREAKTHROUGH in software destgn and allows any- 
one with an AMIGA contputer, regardkgss of tlieir age 
or intelltgence, lo create tK)th Public Domain and 
Commercial softw/are products in viiluaily no time at 
all usiirig notliing more than their computer's mouse! it 
can be used to create games, demos, educational 
software stc, mucfi mucin faster and easier than ever 
before ttiroughout the history gf computers' REALITY 
ks like nothing ycu've ever seen before on the AMIGA. 
Now fof the first time you can access ttie awe&ome 
power of yoyr oompuier wilfi bewildering ease and 
use it to create TOP CLASS AMIGA software in few 
days tjy do^ng noiMng more llian clicking the buttons 
on your mouse or moving the mouse cursor around 
the screen - ttiat's it! It's so easy you will not believe 
it! No programming is required whatsoever! 

Here is a small eKample of what you can 
achieve In minutes wJtti Reality by using 
nothing more that your Amiga's nu>use: 

• Create HUGE fully detailed scenery back 
grounds for your games usJng ttie background 
creation editors! 

• iWake your games main character s^oot all sorts 
of different weapons each with different power 
values! 

• Define monster attack patterns ar>d choose from 
the HUGE amount of already made varialionsi 

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main dharacter! 

• Add text messages to the software with 
fiundTeds of different styles of text fonts to 
choose from! 

• Create SUPER intelligent GIANT mid level and 
ertd of level monsters just like the very best 
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• Define complex puzzles to m^ke your games 
much more inieresfing! 

S Make other games characters ttiat your main 
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and use! 

• Create characters that have to fight each other 
in a beat em' up - STREGTFIGHTER II style! 

• Produce ALL sorts of demo effects from groovy 
text scrollers 10 on screen 3D rotation just like 
Hie ver/ tjest PD demos!' 

• Create Educaliona! software from a simple 
siideshow to a full blown disk magazine! 

• Add grapliics, music and sound effects to your 
software with ease! 

TtfE LIST IS ENORMOUS!!!! - Test your software 
in seconds to se« if everything is working Ihe way 
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REALITY can be used to create many trt)es of differ- 
ent software products! it's ideal for TOP notch games! 
Create HIGH speed shoot 'em" ups. Addictive scrolling 
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games. Racing games, Card games and much much 
more! Even create your own mind-blowing special 
effects demos or user friendly Educational software! 
Just took at the screenshots in ttnis advertisement and 
see just what this system is really capable of! 



Ov«r four man y#ars of work h«« sorie into 
the developmftnit of this Software! 
The resuH ia: 

A STATE QF THE ART SOFTWAfti CMATWfi $YST£U! 
It's versatile - it's 0asy to use - it's incredibly 
fast -It's the biggest ever brsakthrough in 
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mutHtude of PD softwareff 
If you can use an AMIGA you can use REALITY! 
AH the hard work has been done for you! With 
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Absolutely no knowledge of programming is 
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IMORE THAN TEN 90% SCORES HAVE BEEN 
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What you get! 

The very latest version of the REALITY software 
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Animation and Sound Studio, a Graphics toolkiL a 
Background creation system, Picture and 
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how to make two full blown games from scratch! 
Two full blown commercial games that have been 
created using REALITY tor you 10 adapt and leam 
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magazine! Two packed disks full of sound effects, 
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These include characters, enemies, weapons, 
bonuses, scenery, fonts and MUCH MUCH MORE!! 
You get everything you need for creating your own 
full blown top quality software with ease! 

You'll also get FREE membershif* 
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This will provide you with a phone helpline, a pen- 
pal list allowing you to contact and work with the 
already -MASSI'ii/E REALiTY usorbese from around 
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REALITY system and 1000'S of graphic images, 
sound effects and music tracks which you can use 
with your own software! We are willing to publish 
any software that you create using REALITY or if 
you wish you can have other companies publish 
your work! Tfie REALITY user club can supply you 
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So what do you have to pay for this totally 
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Only £29 99! This product l:S worth many times this 

price and only due to forecasted large sales,, low 
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much software do you wish to create? What more 
can we say other than you would be crazy not to 
take up this very special offer! Creating software is 
much more interesting than using it, and REALITY 
is the perfect tool! Please note that the REALITY 
package is compatible witti ALL AMIGA computers 
and is hard disk installable! 




4^- ^ 





-i - I 




HOW TO ORDER 



JWG45 



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EXTRA SPECIAL OFFER - Ofder fOW and reoel«a 
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EssenlBil read^ig fcr any budding games mai«er^ 



TUTORIAL 



a 

Masterclass 




If^on see clearly now 
that I understand 
what my icons are 
there for. And soon 
you will know all about it too. 



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Like germs, there are 
hundreds of files scattered 
all over your system which 
you might riever have seen 
or even looked at but 
they're there all the same. Unlike, 
gernnis though, these files don't 
spread nasty diseases and make 
you feel ill. They are vital to your 
system and contain indispens- 
able information aboyt your pro- 
grams and data. They also help 
to define the presentation of your 
Workbench, So what types of 
files am I referring to? Why, icons 
of course. 

Icon see you 

When you open a window on the 
Workbench to look at a list of 
files, the default setting means 



that you will see only 

the files with icons. 
The icons are actually 
files themselves. They 
have identical names 
as their corresponding 
files only with ".info' 
appended. For 
example, ff you have a 
progfam called 'Plop' 
then there will also be 
an icon file called 
■plop, info'. 

To view these icon 
Jnfo files you need to 
go to the Shell or some other 
application program. This is 
because the Workbench tries to 
maintain the illusion that the ,info 
files are an integral part of the 
original programs and data by 



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making sure it never di^splays 
them. Even if you use the 
Workbench menu option 
Window/Show/AII Files ... you 
won't see the .info files. This 
option merely displays the files 
which don't have icons using 
default .info files, If a file doesn't 
have an icon, that means it does- 
n't have a corresponding .info 
file. For example, there may be a 
program called 'Plop' but there is 
no file 'Plop. info'. Neither will 
Workbench display the ,info files 
when you use the menu 
WindowA/iew by/Name. It still 
hides the .info files so you don't 
get confused. 

IconEdit 

So how do you tell which Icon is 
which? Easy, just use the 
IconEdit program which is part of 
the Workbench inst-ailation. You'll 
find it in the Workbench/Tools 
drawer if you have installed all 
your floppies to hard drive. 

When you run this program, it 
opens a Window on the desktop. 
Now you can drag and drop any 
icon from the screen into the 
Window, When you do, it opens 
the .info file and displays the 
icon in a magnified form, just in 
case you want to redesign it. 



However, if you use the menu 
option Type', you'll see a list of 
the possible icon types with $ 
tick next to the relevant type. 

Using IconEdit you can adjust 
the appearance of icons or even 
create some from scratch. You 
are free lo use the drawing and 
tej<t tools to design and save 
your own icons; the only thing 
you really need to remember is 
to get the icon type right from 
the Type menu before you save 
them. Vou can have great fun 
designing icons which flip 
between two different images: 
drawers can open, disks can spin 
and comic characters can ani- 
mate. Modern technology is a 
wonderful thing I 



By the way, the version of 
IconEdit which comes with 
Workbench 3 has a little bug in 
that it sometinnes saves out an 
icon which is way too large; for 
some reason a huge rectangle is 
saved as well as the icon pattern. 
To get around this, I use the 
IconEdit which came with 
Workbench 2, as this version is a 
bit more reliable. If you like 
designing icons, then find the 
freely distributable utility named 




HI 



TUTORIAL 



'Icoriian'. This program includes a 
lot of very useful drawing tools. 

If you are designing icons and 
are having programs with the 
paint Tools an^d colours, try using 
an art: package instead, 

IconEdit can import IFF brush- 
es to use as icons, so there is 
nothing to stop you designing 
your patterns in Delu3<e P&int 
or Personal Paint and then load- 
ing tliem into IconEdit at the 
last moment, 

Make sure you get the palette 
right. The easiest thing to do is 
to load or grab a snapshot of the 
Workbench screen, as this will 
autOnatically set the number of 
colours and the palette. 

Undercover 

So, how does a Project icon 
know the name of the Tool pro- 
gram which created it? Simple, 
it's stored in^to the .info file itself. 
You can estamine the contents of 
the ,info fifes using the 
Workbench icon menu option 
Infofmation, or use the hotkey 
Right Amiga/I, This will pop up a 
display like the scree nshot 
above, where you can see that 
the Project icon includes a link to 
the program which created it. 

You can edit this information, 
to make the icon point to differ- 
ent programs. This is a handy 
way of getting around problems 
with cover disk programs. 

For example, sometimes the 
authors of the programs assume 
that their hard drive' is the same 
as everybody else's so they 
might include the default tool; 

However, no-one else has the 
tool 'multiview' in their C directo- 
ry. If this is the case, you can 
easiJy edit the .info file yourself 
and ensure that the default tool 
is set up properly- In this way, 
you can also gel text fUes to 
point to your word processor and 
your paint program. 

Default icons 

There is a way to alter the default 
icor>s which Workbench some- 
ti^mes uses. You can find these 
.info files in the EMV:SyS drawer 
in the RAM disk {far ten^iporary 
experiments! or in ENVARC:sys 
■drawer on the boot disk (hard or 
floppy) for permanent changes. 
You can load these files into 
IconEdit,, alter and save them. 

Now when the Amiga needs 
to display a default icon, it will 
make use of your new and 
improved set. This is how utilities 
like Magic Workbench alter 



even the icons which haven't 
been displayed yet, 

Only files? 

Allthis doesn't change the fact 
that .info files are still only files, 
and nothing more. The 
Workbench may treat them dif- 
ferently, but at the Shell level 
they are merely files with no spe- 
cial abilities or features. As a 
result, you can delete, copy or 
rename the .info files indepen- 
dently of their owners. 

There is nothing to stop you 
renaming the 'Plop. info' fife to be 
'SuperPlop.info'. This is different 
from the Workbench rename fea- 
ture: the Workbench rename will 
automatically rename both the 
'Plop' file and the 'Plop. info' file, 
If you rename the .info file by 
hand, two things will- happen: 

Firstly, there will be a new 
icon called 'Superplop' displayed 
on screen, and when it's clicked 
on nothing will happen. 

Secondly, unless you have the 
Workbench option 
Window/Show/All Fries switched 
on, you won't be able to see the 
program Plop anymore from the 
Workbench, You have effectively 
separated the program from 
the icon. 

Thaf^s it for Masterclass this 
month. If there any topics that 
you would like covered in this 
tutorial or if you have any unan- 
swered questions please don't 
hesitate to write in to me care of 
Q&A at the usual address. ■ 
John Kennedy 



Whaf s the point of these files? 

Why the need: for icons at all? The Amiga uses icorts to help you 
keep tracks of files and to help itself keep order There are five differ- 
ent types of icons, and these reflect the different types of data which 
can be stored. Icons can be one of the following: 



Disk 




Tool 




This icon class is reserved for disk drives and includes RAM 
drives, floppy arid hard disks and CD-ROM drives too. 
Double click on a Disk icon and a directory listing window 
will appear. 



This icon is typically used by any program to create or modi- 
fy data. For example, a word processor program would have 
a Tool icon. So to load and e.J!ecute the program you need to 
double click on the Tool icon. 



A drawer indicates a directory. When you double click 
on the drawer icon it opens and another windows is 
then displayed 



Proiect 

A project is a file which contains data. It's special, because 
it also contains a link to the Tool that created it. For 
example, a document created by a word processor would 

be a Project icon, and it would contain a link to the word 

processor itself. If you double click on the Project icon, it attempts to 
re-load the Tool which created it. 

Garbage 

This is the type of icon used by a Trashcan Icon where files 
can be temporarily stored before deletion. When you double 
click on it, it displays the files it contains, just in case you 
need 10 t>ring them back from the brink. All programs which 
have icons wilj have one from the above types. Even programs which 
don't have icons, can pretend they do. The Wijrkbench is so keen to 
keep this visual, that it has a set of built-in icons wfiich it can use in an 
emergency So when you select the Workbench menu option "Show/All 
Files" is uses these default icons. It's possible to change the design of 
these icons if you wish: we'll see how later 




I 




^ ¥Ht HI itiAt Uiaime tli« il«tauti tLsus bf laadji| Ihia an Icm£M «ri tlUnoj Ui^iu luecc. 



Logos, meanings 
and mysteries; 














CD32 qu«rie'£, 
ParNFT and 
vancnus othar 
CD ROM-relatBd 
problems- 

A!l about 

upgrading RAM, 

ape-rating 

systems 

and proceBsors. 



Plug'in hardware 
of any kind: 
scanners, disk 
drives etc, 



Answers tB 
queri&S on 
particulai' pieces 
af software - 



Music, sempling, 
MIDI and any- 
thing that makes 
B ioud noi»a. 



Miscellaneous 
tools to keep 
your Amiga run* 
ning smoothtv. 



Form-feeds, 
page -breaks, 
preferences and 
lots, lots morel 



Monrtorn, TVs, 
modulators,, 
screen-modes 
and all that stuff. 



Pixels, sprites, 
a:nimatiDn, 
p^icturas. In 
one small 
word: graphics. 



Spraadsheete, 
databases, 
organisers, 
accounts ... 



Eva nothing 
you need 
answering about 
the intamet 



Not everrthing 
fits into a 
TiigeDnbote, hut 

nything you likaj 
tits in here, 




Got a problem witii your Amiga that 
you just can't solve? Don't worry 
we're here to help. Send in all your 
Amiga-related problems to QAA, CU 
Amiga iVIagazlne, 30-32 Farringdon 
Lane, London EC1R 3AU. 



[1 



Yes, tlie young man at 
the bacic with the 
brown cords and the 
kipper tie. What was 
your question? 




Oh, I see wa're recycling 
those okd Question Hme 
'funny* intros again whef» 
wa pretent to be Robin 
Day or David Dimbleby. 



DIYPSU 

^^^^^ I recently installed 
^R|^k a Viper i(-33nih2 
^K^I^L CBrd with 4IVlb of 
^njn^ RAM in my A1200, 
^j^t^r It dli'eadv had a 

^^^^ 60Mb hard drive iin 
it and I am finding it crashes in an 
assortment of manners. The most 
popular is the sudden inexplicable 
Guru, closely followed by the 
blank screen after a solt reset. I 
tend to suspect this is due to an 
inadequate power supply but I 
was told by both Power 
Computing and Date! Direct that 
both the Goliath and the MikronilC 
power supplies are no longer pro- 
duced. 

If you agree with my diagnosis 
please describe how to buiild a 
super-suppiv- After all, I can't be 
the only person with this problem. 

Daivid Doliiver, Pershire 

You're certainty noi the iMly one. It 
seemi every aecond litter we get (S OJt 
this subject, and as you say, with 
nobody salting replacements you're 
stack. To ikix end we'll be skowin)^ 
you how to make yottr own beefed up 
power supply using a standard PC 
unit. Keep it here for full details. 

Oh dear 

^^^^ For two years now 
^Ka^n^ I have been a fond 
flk^^lA user of my Amiga 
K\|||H 5O0. Being slightly 
^■^^F restricted in mem- 
ory I decided to 
take a step in the upgrade direc- 
tion, so I went to my local second 
hand electrical shop to see what 
was on offer The salesman was 
very helpful. He told me he had an 
Amiga that was just like a PC. I 
got very excited when he said he 
would swap my A500 for his 



Amiga PC if I gave him £50. I am 
currently u reemployed so E50 was 
like £500 but I thought it was 
worth it. 

When I got my Amiga home I 
quickly set it up. I read the back 
of the machine and I realised the 
voltage was HO volts. I was gut- 
ted, but glad I didn't switch it on. I 
then phoned the shop and the 
salesman said that they do not do 
refunds. I felt like crying, I then 
started looking around for a trans- 
former and was shocked to find 
out that Tandy.' s was the cheapest 
at £49. it took me months to save 
the money but I did and got the 
power supply plugged in. 

Now I am faced with yet anoth- 
er problem; Please Run Kickstart. 
I have phoned several companies 
but they seem to just want to sell 
me another computer. S asked 
them what sort of computer I had 
but they couldn't tell me. You are 
my last hope. Please do not tell 
me it is going to cost another 
£50- 

PS, On the underside of the lid 
are a large number of signatures 
(see enclosed 'brass rubbing' type 
reproduction). 

Peter Skeoch, tondon 

D& you want the good news or the 
bad news first? OK, let's get the bad 
news over with: you' ye got an Amiga 
1090, a rather useless machine in 
thete times. The good news: it's quite 
a muaenm piecef 

The flease Run Kiiksturt pn/m0 
is the computer asking for its bask 
aperatiftg system to be loaded frum 
disk, the very early version of what 
ait the other Am^igas have perma- 
nently on ROM chips. It's going to 
cost more than £50 t<f gtt this to do 
much of any ttse. Ify^u are deter- 
mined to get this machine up and 



ninning, the first thing yaa'tl need ii 
the Kickstart disk. No-one is offtciaUi 
supplying them now. Your best bet is 
to try a fetn PD distributors who may 
be able to sort you out for a few quid. 
You'll also need Workbench f.2 whik 
you're at it, tkix is the part of the 
operating system that sits on top of 
the Kickstart. 

Once you*ve got that, you ean see 
how much RAM you have. It may 
only have 2S6K. So then yc/u'lt need 
some ejrinfl memory, ami that's just 
the start of it Frankly you're proba- 
bly better off trying to sell it too par- 
ticularly etithtisiastie Amiga user 
group, or maybe the science museum.- 
It's worth a try' 

Vdcal sampling 

I have an Amiga 
running OctaMED 
SouodStudio and 
am wonderpng how 
I could record/sam- 
ple vocals avoiding 
bacltg round hiss. Is Delfina capa- 
ble of doing this and is an amplifi- 
er necessary or can a microphone 
be directly connected to it? Please 
report on various techniques. 

K Ekc|vist, Finland 

We presiirtte you have already tried 
sampling vocals from a microphone 
Straight into SoundStudio, tttt you 
are gelling hiss on your samples. You 
don't say exactly how you have done 
this though. Let*s assume you have 
sampled to an H bit cartridge from a 
hi-fi with a microphone connected to 
the hi-fi's microphone input, tit this 
case the hiss in probably being pro- 
duced by the hi-fiy so the best way is 
to sample direct to the Amiga from 
the microphone. 

Yes, Pelfina is capable of doing 
this. In fact it is very well suited to 




M' 



^stae^^si^ 



this, becauae you CUR aim add 
reverbj echo and chorus efffcti to Ihi 
iample us it ix recorded- Although at 
prexentyou cart/iOt sample itrsight 
into SoundStudio ^itk the Deffrna 
card, you can ane Delfina to make a 
Sdmptefik which can then be loaded 
tntfi SouHdSiudi^}^- Things to bear in 
mind when recording tkii way are 
feedback (keep the volume ofyoar 
speakers low or off} and the quality 
of the microphone. Cheap micro- 
phones can sound if^rj' bad^ Most of 
the better ones have balanced XLR 
connections however, whiie ftelfina 
has a jack socket for its microphone 
input, so you will need tojfnd a cotn^ 
promise there. 

Missing RAIVI 

. \\ave just upgrad- 
ed to an eWb RAM 
board with FPU 
and followed the 
usual advice about 
earthing myself to 
some convenient point. I then put 
evervthing back in place and 
checked to &ee if the configura- 
tion showed any extra RAM, but. 
nothing appears, 

Does the Amiga know that I 
have put in the extra RAM, or 
does lit need to be told? I have an 
AT 200 with external floppy drive, 
a standard power source, 
Microvitec monitor, Panasonic 
printer and a 280Mb hard drive. 




I 



Alan Rushton, Ten^Hfe 

It sounds like the board isfattity or 
not installed correctfy. The instalUi- 
tiaa is a purely phynical matter, 
there's no software required, S& 
check that the contifCtions an the 
Amiga and the card are clean and 
making contact. Expansions in (he 
trapdoor should aatoconfigure, so 
no, yo w don 't have to tell the 
machine it's there. 

Convert me 

^^^^ 'I was recently chal- 
^^^^^k longed by a PC 
j^H|n^H owner to convert 3 
l||V\3^B multi-Bcrolling plat- 
^HH^^F form game from 
^^^ the PC to the 
Amiga. After taking a look at the 
game I decided that it was possi- 
ble, Since he wrote the game in C 
it was easy enougii to port it 
across but a lot of work was 
needed to get it working on the 
Amiga, especially with the 
scrolling and graphics code and 
to get it to fit into 2Mb instead of 
8Mb. Once I got the scroll and 
player routines working with test 
graphics I started porting the 
games graphics &f\6 sound. This 
is where the problems begin. 



1. Do you know of an easy to use 
program (preferably PD) which 
can convert pictures to and from 
PC? i know Image FXand Art 
Department can do this but I can't 
get hold of them. 

2. Is it possible to transfer ren- 
dered objects from the PC to use 
with Imagine or Lightwave? 

3. Also a program is needed to 
convert PC VOC and WAV sam- 
ples to the Amiga's IFF format, 
4.. Is It possible to convert music 
modules from the PC to a 
Protracker or MED format? I have 
no idea of the formats there are 
on the PC so I would also like 
some info on that too, 

5. Do you know of any good 
sprite editor programs? 
6., I am also looking for a good 
assembler and disassembler 
which doesn't cost a fortune, A 
PD one would do for now until ( 
can afford Devpac 3. 
7. What is the best book to get 
for a beginner at 6BK assembly? 
PS, Please run a tutorial on C 
and assembly programming, 

TC, Iwland 

Can we coil you Top Cat? OK, let*s 
take a look at thane questions in 
order: 

1. There are plenty of image Jile for- 
mat cortveriion toa-ls availnbte from 
the Aminet and good PD houses. 
GFXCan is a good one. 

2. You rfoH'/ actually want to transfer 
rendered objects, bat un-rendered 
objects. Yex, it is possible. Imagine 
objects wUl work with FC and Amiga 
vemions of the program, and the 
same is true of Lightwave and Real 

m. 

3. AmiSOX is a good one for this, 
avaiiabte from the Aminet and good 
p[} suppliers. 

4. If the iHotfs you have from the PC 
are multichannel things. XM format 
for example, you'U have a hard time 
of it. As yoit seem to have realised, 
you'll need to have a nice four chan- 
nel Protracker or OctaMED module 
in order to keep the size and CPU 
laad to a minimum. If the originais 
are straight mods (ie 
SoundtrackeriProtracker format) 
then you should be able to play them 
directly with 'off the shelf Amif^a 
mod-playing code. 

5. Offhand, no. Sorry. 

6. Bar fly wHl do the trick and is 
available from the Amine!. 

7. Try Bruce Smith Books on ffl923 
S94 SSS.By the way, it may be worth 
investing your time in C rather than 
680x0 assembly, as the 680x0 CPU 
family is no loader being progressed. 
The nevl generation ofAmigas will 
not b€ iH&xO based. 

PS, We will be starting up a new 



programming series very soon^ aimed 
at the more advanced coder. 

HD or RAM? 

_^a ' \\^N^ an A1200 

jS/ffH^ with a second flop- 
Jg^piMflk py drive and a 2d 
'^^■fl^H pin colour printer. I 
^^^H^ intend buying your 
^^^^^ CD editions and 
therefore need to add a CD-ROM 
to my A1200 (which has a second 
floppy drive and a 24 pin 
Panasonic printer). Can you tell 
me which extras would be best to 
purchase at the s.anrie time as the 
CD, a hard drive or an accelerator 
with extra RAM? Bear in mind that 
I will be buying the other itenn 
later on. 

S Chesterman, Cheshire 

We*d advise you get a hard drive. A 
CD-ROM drive will be pretty useless 
without one. The accelerator artd 
RAM upgrade will complete the set- 
up and give you a very good system. 

Over the hill? 

I've been thinking 
of upgrading my 
A300for a while 
but now I'm not 
sure if the machine 
is worth it. 1 con- 
sider the big box 30O0 to be a 
great machine and don't like the 
thought of down-grading to the 
1200 just for the AGA chipset. But 
as I can't afford a 4000 and don't 
know the importance of the AGA 
chipset I don't know what to do. 
I've listed some ideas and I'd be 
grateful to know just how mad 
you think they sre. 

1. If you connect the CD32 5S a 
CD-ROM to older Amigas, can 
they can use the AGA capabilities 
of the C032? 

2. If I get a graphics card equal to 
the power of the AGA chipset why 
then can't I use AGA software, 
and is this the only drawback of 
the cafd over the chipset? 

3. Is there any way I could buy 
and insert the chips? 

4,. Finally if the Amiga can emu- 
late everything from the Spectrum 
to the PC, why can't non-AGA 




Ami gas emulate AGA machines? 

Matthew Oowling, Hampshire 

ThatAJeOO of yours is a neat 
machine and you shouldn't he too 
hoity in getting rid of it. The AGA 
chipset is only necessary if you vaM 
to play games that have been written 
specificaiiy for AGA, attd there aren't 
reaily that many of them. 
However, yourASOtiO is far more 
useful for serious applications. With 
a graphics board (such m the new 
Cybervision 3D card) you wilt have a 
very impressive machine that can run 
all the major applications. As for 
your other questi&ns..^ 

1. No you can't me the AGA chipset 
of a CD32 in this way. 

2. 24 bit graphics cards offer superior 
displays to the best AGA can offer^ 
but you can't run AGA-specific soft- 
ware on a graphics Cffint 

3. No, there's no AGA upgrade. 

4. Games that use the AGA chips 
read and write to specific parts of the 
computer which just aren't there on 
non-AG.A ntachines, which is why 
they don't vork. 

Hapiiy hardcxH-e 

I have been writirig 
music on my 
Amiga for the last 
three years. At the 
moment I am writ- 
ing happy hard- 
core/bouncy techno but I can't 
seem to find any good samples 
that would be any use to me. Can 
you help? Also can yOU tell me 
who sells Toccata, Maestro and 
Delfina sound cards and are they 
any use to me? ( have an Amiga 
60O, 

Barry Walker, Livingston 

You'll find lots of top samples ttn (his 
month's CD-ROM edition ofCV 
Amiga. Vnforuntately, none ofth&se 
sound cards work with the A6O0. For 
more info on Toccata and Maestro 
caU MacroSystem in Germany on 
0049 2302 949 490. For info on 
Delfina call BUttersofl on 019QS 261 
466 or email Petsoffal luikkis^'scLfi 
or pe(salo@tut.fi 




Send your Cl&A problems to ... 

¥ou can send your techTlical problems Ipr answers - Edl 

to CU Amiga by the foi lowing means: 

By letter to Q&A, CU Amiga, Priory Court, 30-32 Farringdon Lane, 

London, EC1R3AU, 

Email: Q + Ava>cij Amiga.co.uk 

NO SAES PLEASE We regret that we can't respond to 

readerit' questions by post or over the phone. Please do not 

include a stamped addressed! envelope with your letters as we 

simply don't have time to ansvuer the thousands we receive 

Responses are only avaii<)ble through the pages of this magaiine 




POIiyTSOFVIE 




* 

cyf view 



I 



Answer to ycHjr prayers 



■Thi Hhiji n 




by Tony Horgan 

There I wgs «n last month'5 Point's of 
View talking about tiow \ thougirt 



WW Maybe this is where Viscorp can 
oome in, if they ever actually close 
t ho Amiga -buyout deal with Esconi.^% 



someone, sornewhefe, would give 
us a wonderful new computer that 
gives the PC a good slap round the 
face wUh a wet halibut, and what 
should happen 3 week later? Those 
nice people at phase 5 go' and 
announce just such a fish-wielding 
mega-machine! As you'll see from 
the awesome specifications detailed 
in this month's news section, the 
MB ox could well become a new 
standard for audio visual worltsta- 
tions, from TV and movie companies 
to recording studios and everything 
in between. 

It's the kind of machine that wiU 
really separate those who are serious 
about innovative digital creation, and 
those who are content just to tinker 
with the overgrown screen savers, 

At the moment there is no single 
dominant platform for professional 
audio and visual applicati<Dns. On the 
audio side, the Mac is popular in the 
USA and has a growing following in 
Europe, but the PC is also' widely 
used too, with the Atari ST still dig- 
ging its heels into many of the small- 
er studios. While they all have their 
own advantages, you won't find 
many pfoducers and musicians who 



are totally happy with any of those 
systems. Likewise, the many aspects 
of computer graphics and animation 
are handled by a wide variety of com- 
puters and dedicated workstations. 
Both sides are ripe for a new machine 
to come in and tie the whole thing up 
in one easy, flexible, powerful and 
cost effective system : A\Box. 

If phase 5 can crack this, they' If 
be laughing, if that's the path they 
decide to follow, it's essential that at 
least a couple of killer applications 
are developed and ready in time for 
the hardware release. Facts and 
figures won't sell it but the right 
software will. 

Anyone holding out for a decent 
new sub-£50O home comiputer could 
be in for a lengthy wait. Even though 
such a boj< is certainly in demand 
from a significant number of users, 
phase 5's sights will be set rather 
higher then this for the near future. 
Maybe this is where Viscofp can 
come in, if they ever actually close 
the Amiga-buyout deal with E scorn. 
Fop- now we should all be giving 
phase 5 our support and crossing our 
fingers that this time, it really is 
going to be all right! ■ 



Wlarket forces 



■ihi CMm It 
EU tariu Mqwai't 




l»V LJ»« Collin* 

If video killed the radio star, then mar- 
keting killed the Amiga gaming market. 



vb... companies whose supposed aim 
is to make money ignore an existing 

99 



and dedicated market. 



■ 



ICi^^ 



Let's be honest, 1996 wasn't the great- 
est year for the Amiga games market. 
We ail know that. Despite the highs 
such as Worms, Killing Grounds and 
the like, quality releases became fewer 
and harder to find in the shops despite 
the fact that there was, and still is, a 
huge demand for them. 

So why the lack of products on high 
street shops when there is a ready 
made m.arket out there? Opportunistic 
marketing, that's why. PC companies 
saw a gap and went for it. The general 
confusion surrounding who owned the 
Amiga and its future in 1996 left a 
huge gap in the home computer mar- 
ket. Like any business would, PC com. 
panies saw an opportunity and took It. 
Thanks to heavy advertising cami- 
paigns, the PC was heralded as the 
only machine that you could surf the 
Net on, multitask and play games on 
too, things that the Amiga had been 
doing for years. However, no-one 
except existing Amiga users knew this 
as it wasn't publicised (cheers 
Commodore, Escom, AT and VIScorp.) 

Some software comparties were not 



immune to such advertising and they 
started to see the Amiga as the poor 
relation of gannes technology It 
became more acceptable to be seen 
producing expensive, graphics heavy, 
often low on playabilty games for the 
PC and the myriad of consoles out 
there rather than the naff Amiga. Ergo, 
1996 saw lots of major software conrv 
panies dropping out of the Amiga 
games market arfd retail outlets (also 
not immune to advertising! giving 
Amiga products less shelf space. 

OK, maybe marketing on behalf of 
the PC wasn't the only factor that led 
to the decline in the Amiga games 
scene but it certainly helped. 

It doesn't make economic sense to 
me that companies whose supposed 
aim is to make money ignore an exist- 
ing and dedicated market. The fact that 
there is still a huge user base of Amiga 
owners out there despite this past year 
is proof of that. The success of Worms 
also shows that the Amiga is .still capa- 
ble of producing a top selling game for 
all formats. Let's hope those that 
jumped ship realise this. ■ 




Frequently Asked Questions 



PrograintTiing in Assembly 
Language: is it good for you? We 
iiave ail the answers ... 



■ Q. What is AssemblY^ 
Is it diffarent from 
Machine Cod«7 

■ A. Assembler, or Msemblv 
Language, is a Low Level 

Programmirig Language and it 
looks something like this; 

BOV4.W (aOrdl.w) ,d$ 

moiv«g #iTOMPHB-l,d7 
l«a vba 1 1 coQxda ( pc ) J aS 

Before an Assembly Language prcn 
gram can be executed by the 
Amiga, its need to be converted 
into Machine Code, ARexx, C, 
fiscal arid BASIC must also be 
converted into Machine Code 
before they can be run. But 
Assembly Language is different 
because each instruction is con- 
verted into a single Machine Code 
one, whereas with BASIC or C 
each instruction is converted into 
many To convert Assembly 
Language into Machine Code you 
need' II the program Assembler. 

■ Q. Why us« A»«einbly 
instead of a language 
«MCh as C7 

■ A. The main difference is 
speed: a program written in 
Asserribly Language will be very 
fast. Assembly Language programs 
are also more compact than their 
High Level cousins. On the Amiga; 
one big advantage of using 
Assembly Language is that it is 
easy to interface with the custom 
graphics and sound chips. For this 
reason, practically ail games are 
written in Assembler. 



■ Q. What's the differ- 
ence between Assembiar 
and C or BASIC? 

B A The main difference is that 
Assembler is linl«.ed with the com- 
puter's processor. So, you don't 

use as many variables because 
you need to store data, Instead 
you use special registers which 
are built into the processor's hard- 
ware. As you don't have functions 
and GOSUBs you must jump to 
different mennory locations instead 
to run the program which is stored 
in memory. 

■ Q. Since the machine 
code is so dependent on 
the procasaor, do differ- 
etrt processors need 
varying Assemblers? 

■ A. No, because the 680x0 fam- 
ily is designed to be downwardly 
compatible. So a program written 
for a 68O00 will work perfectly on a 
68040. However, the newer 
processors have ej<tra instructions, 
so a program written for a 68040 
may not run on a 63000. 

■ Q. Why do I naad to 
program In Assembler? 

■ A If you are writing software 
which needs to run quickly, such 
as fast action arcade games, then 
Assembler could; be your only 
choice. This is also true for demo 
programs which make use of fancy 
graphics techniques. It's not 
always necessary to write an entire 
program in lAssembly Language 
though; in many languages you 
can include functions written in 
Assembler as an integral part of 



the program. This means you can 
use as a language such as Qlitz 
Basic or C to create the majority of 
the program and only include 
Assembler for the speed-critical 
parts. 

■ Q.. Is it difficult to |»ro- 
gram in Aseemblar? 

■ A. It can be. On one hand! you 
have the advantage that there are 
only a very small number of possi- 
ble instructions and they all do 
very basic things. On the Other 
hand, you need to be competent 
with computer hardware terms to 
understand what 'you are doing. 
Also, programming the Amiga in 
Assembly Language can be risky: 
if you leave out a line in an ARexx 
program the computer will teit you. 
Leave out a line in an Assembly 
Language program and the com- 
puter will crash. 

The power of Assembly 
Language is also offset by the hard 
work needed to achieve seemingly 
simple things: even something 
apparently easy as printing a num- 
ber on-screen. A C programmer 
can rely on the "printfO" function, 
but the Assembly Language pro- 
grammer needs to take the con- 
tents of a register and decide what 
numbers to display When you 
have to work at this level, writing a 
program such as a Word 
Processor is clearly a lot of work. 

Of course, it's still possible to 
assess the Amiga's Operating 
System through Library calls, 
which means that if you are pre- 
pared to make use of the OS you 
can quickly create programs which 
utilise the familiar Windows/ 
Icon/Mouse/Pointer interface, 

■ Q, What software do I 
need to program ¥vfth K? 

■ A. You need an Assembler to 
convert the Assembly Language 



instructions into Machine Code- 
You will also need a fast and reli- 
able text editor to enter all the 
code and a program called a 
'Linker' which deals with making 
sure the Machine Code is in a Suit- 
abte form to run on the Amiga, 

You'll also need some good ref- 
erence material: for example, if 
you want to use the Amiga's hard- 
ware you'll need the official 
Hardware Reference Manual. 
Likewise, if you want to make use 
of the OS you'll need the ROM 
Kernel Manuals. If you can't find 
these for sale, keep a look out for 
second-hand copies. You could 
make a point of getting hold of the 
special Amiga Developer CD-ROM 
as well. 

■ O. What softwware 
sitould I buy? 

■ A The definitive Amiga 
Assembter has always been 
Devpac from HiSoft, which 
includes all the tools you need 
plus an excellent manual. 
Alternatively, if you have another 
programming language already, 
there may be an Assembler built 
in: Blitz Basic for eixample can 
include Assembly Language, as 
can many C compilers. 

If you prefer the Public Domain 
to commercial packages, look out 
for the superb PhxAss package 
which is available on Ami net This 
includes an Assembler and Linker 
and has plenty of source code for 
you to experiment with. 

■ Q. Where can I oat 
more help on Assembler? 

■ A There are lots of good 
books available but you'll get most 
help on the Net. There are newsr 
groups full Of Assembly Language 
programs and megabytes of sotifc© 
code for you to learn from, ■ 
John Kennedy 



BACKCHAT 





Yes the rumours are true. There is a new Amiga 
and Barclays bank is giving us a huge plug, it's 
all jolly stuff in this month's readers' collective. 



We're in tH& money 

The Amiga is stiJl a very viable business option 
and Barclays Bank think so too. How do I 
know this? Well, having recently decided to 
venture into the world of video produciion, I 
arranged a meeting with The Business Banker 
at my local Barclays Bank. After a brief chat I 
left armed witii all the relevant inforrration 
sheets that I needed. To my surprise and 
delight when I was reading through the video 
production company sheet, I came across a 
section entitled 'start up costs' which actually 
recommended the Amiga. 

This leaflet described the equipment 
required for video production and after explain- 
ing a video editing suite set up, went on to say 
thai one would need to "bjy a computer cost- 
ing approx £900. A recommended graphics 
computer is by Am eg a {their spelling not mine) 
because it allows for quality graphics to be 
created," It also nnentioned genlocks and went 
on to say "once the computer is purchased it 
will be necessary to obtain various types of 
professional video software, One basic graph- 
ics programme is DPaint 4 and a good titling 
programme is by Scaia called MM300." 

Now despite the incorrect spelling of our 
favourite machine (vi/hich I shall be correcting 
them on when I return for my second meet- 
ing) it was very refreshing to learn that a busi- 
ness as large as Barclays recognises the 
Amiga as a quality graphics platform. This 
message may well get across to millions of 
other people through these fecr sheets. 
When one considers the presence of Barclays 
Bank across the country, as well as a recom- 
nniendation from a Bank (which still com- * 
mands a certain amount of respect even in 
this day and age), perhaps the message will 
get to the people who would more than likely 
be duped by PC salesman. I hope that this 
message cheers you up, especially after ail 
the letters you receive from the whingers 
and moaners. 

Pste CasAtfn, Bristol. 

A new Amiga! 

I heard a rumour that at long last we are going 
to see a new Amiga. And that it's going to 
knock the socks off the PC. Is this true? Please 



tell me that it is. This is wtiat we've all been 
waiting for 

Jeremy Colvin^ Oitforif. 

Yes, a is. ClI Amiga Magmifie are delighted tit be 
Qte first peopk to tetlyvu about the A/Box. Turn 
to she neh'.T pages no>t/ tfifind oul ait sboitS (his 
new machine. 

Any bright ideas? 

In the August issue you were asking what 
future we saw for our beloved machrne. I've 
come up with an answer which is definitely 
not the industry way but it's still worthy of 
consideration in the way we want the Amiga 
to develop. 

The Amiga is based on the Motorola 630x0 
series and recentiy the 6B06O has become 
available on the Amiga, The 060 is scarcely 
state of the art though and the 060's 2.4 mil- 
lion transistors barely scratches the surface of 
125 miillion so how about putting the Amiga 
custorn chips onto the same chip? This means 
that we could upgrade the sound to 16 bits 
and the number of channels to 32. 

'We could go one step further and put eight 
complete (>60 systems onto a single chip and 
link them together to enable task transferring. 
Thus any 060 that's busy can pass tasks to 
one that is idle or less busy. So you could have 
multitasking and task sharing computers. 

'What's more it should be possible to get 
enough RAM onto the same chip to let each 
processor have 16f^b to have even more 
speed. Graphics and video handling would be 
much faster also as well as modem transfer 
rates. Obviously, the existing software base 
would also run perfectly albeit much faster. So, 
this new machine would be easier to use and 
program by Mr Average while opening the way 
to a whole new range of advanced multiple 
simultaneous programming techniques, 

AnoHr Northumtwrland. 

// xaunds like a nice idea, but the point afuxing the 
686xS CPU chips is that they are 'off the peg ' com- 
ponents made by Motorola and simply bolted onto 
the motherhaard. Fixing a numher of these together 
woulda'^t reaily be possible and if you tried to put a 



mm FAR iiM 



By GARY LARSON 




"SO, unlll rwxt week - odtoi. arrH»tKj» " 



few of them on the motherboard for a kind of paral- 
lel proceaaing system she coat would almost certainly 
be prohibitive. Phase S seem to hare the right idea 
{as repiffied in this issue's news seetion) with tftfir 
(OHihiftatiim (tfa PowerPC CPf'' and a net of super- 
fast custom chips, all joined together with ama^ngij 
fast data busses. 

Hey big spender 

I was first introduced to the Amiga in 1992 at 
the age of 57 when my daughter bought an 
A600. This year I decided to make some 
changes. I moved over to your magazine from 
another Amiga journal to I discover what I 
should have had from the outset. CU Amiga 
Magazine is full of informative features, 
absorbing Q&A and I can never get enough of 
the Backchat pages. In my opinion your maga- 
line has the potential to keep the Amiga on its 
feet, (Ah shucks -Ed) 

My other move was trading in my daugh- 
ter's A6O0 for an A1 200 with 170Mb hard 
drive. I then upgraded again to 6Mbs with an 
Apollo 68020/2 5M HZ accelerator and two 
external drives. However, a younger man might 
not have invested this money like I did. So, i 
would like to teil the author of the "tight wads' 
letter in the November Backchat to stop bluff- 
ing. If you have the money to throw around it 
does not necessarily mean we all have. 

AFf Galdman, MaJta. 



BACKCHAT 



I 



Poetry comer 

vVe are looking for entries for our next anthol- 
ogy of poetry, This time the subject is 
communicatior. So if you fancy yourseif as a 
bit of a bard, jot down a poem or two about 
tlie wonderful world of comniunication and 
send it to: Poetry Now Communicatfon, 1-2 
Wainnnan Road, Woodston, Peterborough PE2 
7BU. All work publislied will receive royalties 
and and the copyright wiil remain with the 
author. Fof more information contact me on: 
01733 230 759. 

Lucy Jaacock, Peterborough. 

A buncK of users 

I ti^ough it was about tinne that I brought 
everyone's attenitton to the existence of user 
groups as Ihey don't get &eenn to get any 
coverage anywhere lately. 

I ann a member of fCPUG, the most 
widely-known Amiga group and I am writing 
to let everyone know the invatoable service 
that groups like th^s provide. Weekly 
meetings include events such as lectures 
from well-known industry personalities, PD 
nights, and open nights when you can bring 
in your Amiga for any help or advice you 
may need. 

There are lots of region.al branches around 



the country and if you would like any 
more information please contact me on 
tel; 01732 460387. 

Peter Brightw«ll, Kent. 

Lefs get sorted 

All right, I'm fed up with this! You walk into 
any computer shop in any town and ask 
where the Amiga section is and they reply; 
"Doh! What Amiga section?" All these people 
that write in and say "why don't the software 
houses make more Amiga games and moan 
about how the Amiga world is dying", should 
stop babbling and go and do something 
about it. 

Your save the Amiga letter to Vl'Scorp was 
an excellent idea but we need to take more 
action. Since you are the best Amiga maga- 
zine there is, why don't you organise an offi- 
cial day every rnonth or so when every Amiga 
user goes out and starts pestering shops 
about their Amiga stocks? Just think what 
thousands of dedicated Amiga users com- 
plaining to Stores nationwide could do to 
boost awareness. Let's get this ^hing sorted. 

J A Phillips, Staffordshire. 

Gfiat idea J A. AhOf look to the right here and 
JMH* 'yf see ikat Vi'te ready to get the ball rolling. 





!•«•» 



frf tlw pi«wtk 



The endless march of technology (ha? 

Home users who, to be fair, haven't got a clue what they're buying, 
are being sold packages well in excess of their needs. NOBODY 
should need even a computer as fast as a Pentium at home, let alone 
a Pi 66. Even my slow little 69020 A1 200 can do virtually everything a 
PC can and if the networked 486s)!25 PCs at college are anything to 
go by, can often do it faster. 
Every day I open a newspaper I see companies offering increasingly powerful and 
high-spec PCs. Adverts for Pi 66 computers, with 32Mb RAM, 2Gb (!) hard disks, £1-2000 of 
software. Windows '95, built in V34 2S.aK fax modems, colour inkjet. Diamond Stealth 64-bit 
graphics card, and 15" monitor are becoming the norm. Although the fact that such bundles 
are priced at around the same as most pfaces charge for a 16Mb PI 00 means they are great 
value, are they really allowed to say things like "don't consiider anything less powerful than a 
P133" or "don't buy a modem slower than 28.8K"? 

Pushing ever faster machines into the home market inevitably leads to people being, to put 
it bluntly, conned into buying hardware specifications which are well above what they need. 
For example, how many users do. for instance, memory and processor intensive work regularly 
such as 3D graphics rendering or multitasking more than a couple of programs at a time? Less 
than 5% would be my guess - probably less. And yet despite this, what is the standard home 
user spec? A minimum of P90 with 16Mb RAM and a 24.bit graphics card fitted with 2Mb 
VRAM, along with an SVGA 14" monitor. Out of all of that the monitor is the only thing that is 
really justified. Amtgas, to me, are easier to use, often faster than any Windows application, 
and fee, far cheaper. 

This isn't just the view of a die hard Amiga fanatic, somebody in my computing class 

programs on PCs and says he prefers Amlgas for their 
ease of use and general nippiness. People are bound to 
argue with me but I don't care, My computer is about 
five years old and can still run almost every new applica- 
tion pretty well. 'With the 68030 and 4Mb expansion I'm 
saving for, it will run all of them more or less to their 




full potential. 

James Pullen, Flaet, Hants. 



i 



Sure, there is a need for cheap {.!«& £tO^) h&ftti CflPipHtera 
>vithoilt this kind of progress we would still he using SpeclfUtttSr 
ft'j a fair point though. Should everyone be forced to spend ai 
least a grand ifaU they want iy a humble machine that does a bit 
of word processing now and again? 



Shoppers corner 

'I got it hero' 

The' feature that we did back in May 
1996 about where you (^OLlld gat 
Amiga products is still arousing inter- 
est. Last monthi, we ashed readers to 
send in details of whar« they 9<>t 
Amiga products and where they 
received great service. Here are some 
of the entries w«'ve received so far: 

Crewe High Street Micros 
Doncastar The Computer Store 
Leicestershire Mrcrogenesis 

London HMV (Oxford Street), Multimedia 

Discount Shop (Woodgreen). Tandy 

(Woodgreen), WHSmith fWoodgreen) 

Liverpool Game 

Luton Beatties, Electronic Boutique, Tandy, 

Silica (Debenhams) 

Manchester Boots {Arndals Shopping 

Centre), WHSmith {Arndale Shopping Centre), 

HMV, Game 

Meadowhsll Game, Vlftijal Reality 

Middles borough Chips Computei's 

Northampton Direct Software 

Pontrefract MiCrOtrOn 

Sheffield Game 

Southport Screen Arts (Eastbank Street) 

Torquay Multimedia 



m- 



Thanks to Andrew Ciarhe, 
Leicestershire, Thomas Sc holes, 
Southport, David Green, Vorkshire, 
Susan Connolly, Bolton^ Saamus White. 
London, Vincent Pee la, Northampton 
and Al«n Bunker for this little lot. 

Over the coming months we are 
aiming to provide art even more 
detailed service. To help us do this, 
please fill in the fodowing form and 
send it to: i got it here' CU Amiga 
Magazine, Priory Court, 30^32 
Farrlngdon Lane, London EC1R 3AtJ. 




Diiifty tl tnk*: 

THf 




Thank ytm for taftfitg tfie tfme oof to 
tfijs km. Helfi keep the Amiga aHve. 



SUBSCRIPTIOiy 




i»i<ji$^t Jit«1 lir»ritiiliv«> Mlllr«:<^ of 
itif r»rttiiitir>n Mtioiil y<*itr Atili^|«i, 

Whcttlivr it be {jrii|>hic;&« prour^iiti- 
mlrtgr muslo^ humlnmmm, gmntmm or 

*»*:*. •t^.niiif J th<» iffitf»rrit»t you're 
liil (-rc'.t cfl lift th<ui liiif*^ in^tf j^tx'iiitt 
r:ati t««ll you all at»c>ijt it. It r<»ivi,'iiiiis, 
tlk«.^ (:«»iti|j|f;t<F Aitiiytf SOlutlOtl, 

Why CU AiTiifjfi IVImjojcltie? 

* lMrt(i'V(iUv«, ftttciiiiiij i.ovnf ili»k» or CD-ROMc 

*tV*fTy iiiriiritti t'>;iniriMt| [>rr»f|iir:Hvity niirf timtitttt 
■ ftifr itio^l ifif«iriiiii]iv>' frtfiliirf*t:t Hvtiilnbi^ >< on nil 

* 0{>iriif»n^ frt»tn r«tfl«Mr«rf yoU «•■> Iruitt 

* "flit* rtiHifjn/iiir; ttut^l f.otriMiiitMtl t(i ^ii|i[ifirtiii|| 
Ihi) ArTiitjf) 



Ordering by phone 

The easiest wgy to take out a lubicriptlon to CU Amfg« 
Magazine is to ordeir it bv phono. All you have to do is 
call OlSSd 43S 39{lfri>ni 9am to S.SOprti, quote the type of 
AubscriptJon you want (eg: UK 12 months, UK si* months, 
Rest Of World 12 monthiK the following subscription code: 
0011 (CD) IA2J |di»k} and the relevant offer code: 6 months 
Oil (CD) A2D (disk), 12 month OU (CD) A2E (disk). Then, 
once your name and address has been taken and payment 
has been arrainged, a subscription copy with top class floppy 
disks or the best CD-ROM available (you can order either) 
will wing its way to you as soon as the next one is printed- 



Ordering by post: 

Try this out for size!! 

A. 6 month subscription 

Please tick which one of the following subscriptions you want: 
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Europe and El re airmaii: □ Disk version £36 3 CD Version £43.50 
l^est of World Ak Mail: □ Disk version €45 ^ CD Version £53.50 



t 



1 



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1 



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^b 



l?^«*- 




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Subscription Priority Order Form 



A 



C. Your details 

Taie (Mr/Mrs/Ms) 


First IMame j 


Surname 


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B. 12 month subscription 

Please tick which one of the foliowing subscfiptions you want; 
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Europe and Eire air mail: Q Disk version £70 Q CD Version £87 

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From UK only: CU Amiga Magazine, Subscr«pticin& department, EMAP Consumer Magazines. FREEPOST (LE5SS1I LeiQC^ste^r LEST 4AE. 
From Ov&rsea^: Ctl Amiga HtBgazine, Subsciriptian^ department, EMAP Consumflr Magazines, Tawer Publishing, Leicester LE37 4AB, UK. 





The wonderful Design Works will 
be headlining our February 1997 
cover disks and CD. You can 
also expect an exclusive behind 
the scenes look at the stunning 
new machine from phase 5, 
complete with alt the info y^u 
need to know. Look out too for 
a wheelbarrow full of hot new 
products released at the recent 
Amiga show in Cologne. 




Keep your oollection of CU 
Amiga Magazines up to dal 
with a little help from us. 



November 1S9B 



mVeilacp 



ON THE DESKS: 

^(1l^,'iastct iViuU pro- 
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1 3tOM EdiliBn- 

: snimeii 

TimaS. CD ROM 
de^ifliue guide to dnves 
and disks. 
MSflK: Cineniji 40, 
Mac fmulmiDn, Final 
miei 4. I>inball Manii. 



December 1995 

m^mm^J M TKE DISKS: C.Wms 
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prfl([fam dIus free 

/'i:i,i :' [ iiLaiMial 
I FfATURES: Ftrogtrnnmisi. 
Aimqa music. 

": leailing Lap, 
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April 1996 



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June 1996 

^^fc _ I ON THE DiatS; 

. '. /: , . "■ ' litoitnds dHim. PI 



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f EMMK: fscon 
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pubfehywnusk. 



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Quantfty 


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July 1996 

-^^ I QU THE DfSKS; 

i L' denia, 
FEATURES; SpeciaJieport 

'hri'ahapiKWiigfli 
J irc and llie latest on 
■ PHIS. 
IfiSICE: ixje FX 2A. Suri 
Squirrel A4(IOCTflfwei; 
Primal (ta9e,SyV0Sb(ia 
Hid moR rewewed. 



Mettiod f>f payment 

□ Visa □ Arnex Q Access Q Dinefs Club card Q Cheque I £ Sterling) 

Card io - Ejpirydste 

Sigrjature - 

PlaasH make thaduSS SSV*blff 10 EMAP Images Ltd. 



September 1996 

J^9"^MV^r Visia Ute iMI iKoqtiiBt) and 
i deiim of Brian Ian Cricket 
■ .'ji 'JS. CO-ROM eiJiiiwitm 
^- FfXranScTteAnHiel 

^ eoNsed. AH E ipplivtEs! 
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OctaMED SoiwdStwiia 

AlapiCD-FlOUdm^PkB 
an ifKcldsive preview tl 
, the Hew AfiA Wnnns. 



Trtle. 



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November 1996 



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■ Completa this form 3r»d seifid it iwtih your payment to: CU Amiga Magazine Back Issues, 
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*|l«t*«! UK: E5-99 Europe and rest of world: £6.50. Except for CO-F^OM editions: UK 
£6.99 Etjrope and rest of world: E7.50 , All prices iriclude postage and packing. 
Disks/CDs are included wiih ni] orders. CO edition is avaflabte Icr the April 1995 issue, and 
monthly starting irom the Novemtie-r 1996 issue. 
Pl^$e allow 23 days for lulFllmenI upon receipt of request. AJI orders $(fl3|<iC1 ICi jvailaixlity. 



DNM DISKS: 

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osrstxnd call, Well 
ScBwsertl^MbaDatru. 
CO-ROM vmter and nme 



August 1996 

I : ~- tOM THE MIKSc 



.,.:.,i:ij]cjlul|ira!^») 

Valballa lit demo, 
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Ami^Hi nitli VlSctiy, Iw 
new PfOS madiiie nri Ik 
5«c«iidp9dafdie 
Enrtistflte feature, 
t; IUSDE: Siamese Tm 

'{ .: n>ye)WSO.Valldbl 

J and fui Tay reviewed. 



October 1996 



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NetConnect Softwa re C D versi on E54.9& I 

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(^ Up*Grade discs fSflfexisting ^ 

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lB96 Sen&iblH Lid. « 1996 Rerogade So^twane. aWarnw Inieractn* Company, 
under eKdusive licence from Sensible? Ltd. A Time WkrnBr Campany. 



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